Recoup, don't be disheartened if it seems people are ignoring your work - practice makes perfect <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
i have a question on how come bluemans screenshots look soo nice
as seen<a href='http://torment.wz.cz/NS/ns_hulk20000.jpg' target='_blank'>here</a> this screenshot seems like the textures get blurred the farther they get
but in <a href='http://blueman.thezazi.net/pics/angel/co_angel_b30002.jpg' target='_blank'>blueman's</a> it seems like they are all much higher resolution and dont seem blurry at a distance
<!--QuoteBegin-chrono5454+Jun 12 2004, 11:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ Jun 12 2004, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i have a question on how come bluemans screenshots look soo nice
as seen<a href='http://torment.wz.cz/NS/ns_hulk20000.jpg' target='_blank'>here</a> this screenshot seems like the textures get blurred the farther they get
but in <a href='http://blueman.thezazi.net/pics/angel/co_angel_b30002.jpg' target='_blank'>blueman's</a> it seems like they are all much higher resolution and dont seem blurry at a distance
i was wondering how is this done? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, first of all, I believe blueman uses a sharpen filter on his images. Second of all, I know there is a render mode that won't blur the textures, though I can't remember it right now. Something about gl_texturemode GL_MIPMAP_NEAREST or something. Actually, I'm fairly sure that's majorly incorrect. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
if only there was a way to get it like that ingame <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Sorry if I ignored yours Recoup <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Only looked at the last pic i saw lol.
Some constructive criticism from me to you, although I probably couldnt do much better:
~ as someone said, the res node does look a little out of place ~ rather bland texture wise - I think I see some HL textures (..correct me if i'm wrong..), and I hate those lol ~ seems rather dull lighting...needs like...contrast or something?
Otherwise, wait for someone experienced to make suggestions! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
maybe, if power fails then maybe the emergency red light thgys trun on, i don´t know maybe infestation work togeter whith naites to produce green lights they look good, ok it was feedback
Very nice Pepe - I'd say that the room looks a bit bright compared to the amount of visible light sources you have there - perhaps it would be worth adding some more halfway down that wall.
rendy, is that a marine and alien resource tower on the same node??? (shot no. 2) OMG its a truce!!
recoup, the resource node is out of place, imagine walking down the hall reading some documents and tripping over it. Stick it closer to the wall. Otherwise, it looks nice. very clean. I like the clear tubes.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
maybe put the rt in the other alcove and not in front of a door <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Change the texture on that pillar <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Recoup. on the window shot with the rocks make the angled part of the window frame even width ways to the bottom and top parts. like you would on a 45degree floor connecting to a 0 and 90 degree parts. It'll help with the texturing too.
Recoup: I've been working on something like that hallway and now you post so sweet screenshot. Dang you! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As for the pillar, I changed some textures around and organized a LOT of stuff. I usually have a very hard time making the rocks like they do in Ayumi...
<!--QuoteBegin-Rendy.[CZech]+Jun 13 2004, 03:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rendy.[CZech] @ Jun 13 2004, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hive in cargo storage A
<img src='http://torment.wz.cz/NS/ns_hulk20005.jpg' border='0' alt='user posted image' /> <img src='http://torment.wz.cz/NS/ns_hulk20006.jpg' border='0' alt='user posted image' /> <img src='http://torment.wz.cz/NS/ns_hulk20007.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Very nice, but the only problem is too many color transitions in the hive area. If you made the entire area filled with a dull mist, make it all a yellow green (not so much as pure bright green thats by the hive now) flickering slightly and darker than now, I think you would have a pretty killer hive room.
Comments
Yes, I love the myst and the lighting... that sucka kicks ****!
But the res node looks a little out of place, try adding some wires on the floor going to the res node or something.
Recoup, don't be disheartened if it seems people are ignoring your work - practice makes perfect <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
as seen<a href='http://torment.wz.cz/NS/ns_hulk20000.jpg' target='_blank'>here</a> this screenshot seems like the textures get blurred the farther they get
but in <a href='http://blueman.thezazi.net/pics/angel/co_angel_b30002.jpg' target='_blank'>blueman's</a> it seems like they are all much higher resolution and dont seem blurry at a distance
i was wondering how is this done?
as seen<a href='http://torment.wz.cz/NS/ns_hulk20000.jpg' target='_blank'>here</a> this screenshot seems like the textures get blurred the farther they get
but in <a href='http://blueman.thezazi.net/pics/angel/co_angel_b30002.jpg' target='_blank'>blueman's</a> it seems like they are all much higher resolution and dont seem blurry at a distance
i was wondering how is this done? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, first of all, I believe blueman uses a sharpen filter on his images. Second of all, I know there is a render mode that won't blur the textures, though I can't remember it right now. Something about gl_texturemode GL_MIPMAP_NEAREST or something. Actually, I'm fairly sure that's majorly incorrect. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
edit/ i think i got the command GL_TEXTUREMODE "GL_LINEAR_MIPMAP_LINEAR"
<img src='http://torment.wz.cz/NS/ns_hulk20005.jpg' border='0' alt='user posted image' />
<img src='http://torment.wz.cz/NS/ns_hulk20006.jpg' border='0' alt='user posted image' />
<img src='http://torment.wz.cz/NS/ns_hulk20007.jpg' border='0' alt='user posted image' />
Some constructive criticism from me to you, although I probably couldnt do much better:
~ as someone said, the res node does look a little out of place
~ rather bland texture wise - I think I see some HL textures (..correct me if i'm wrong..), and I hate those lol
~ seems rather dull lighting...needs like...contrast or something?
Otherwise, wait for someone experienced to make suggestions! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
maybe add some more green
maybe infestation work togeter whith naites to produce green lights
they look good, ok
it was feedback
OMG its a truce!!
recoup, the resource node is out of place, imagine walking down the hall reading some documents and tripping over it. Stick it closer to the wall.
Otherwise, it looks nice. very clean. I like the clear tubes.
<img src='http://www.digitalizedzone.com/forums/uploads/post-41-1087164094.jpg' border='0' alt='user posted image' />
<img src='http://www.digitalizedzone.com/forums/uploads/post-41-1087183616.jpg' border='0' alt='user posted image' />
<img src='http://torment.wz.cz/NS/ns_hulk20005.jpg' border='0' alt='user posted image' />
<img src='http://torment.wz.cz/NS/ns_hulk20006.jpg' border='0' alt='user posted image' />
<img src='http://torment.wz.cz/NS/ns_hulk20007.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Very nice, but the only problem is too many color transitions in the hive area. If you made the entire area filled with a dull mist, make it all a yellow green (not so much as pure bright green thats by the hive now) flickering slightly and darker than now, I think you would have a pretty killer hive room.