Ns_hera new cliff look

MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">Two screenies</div>By no means finished, but this is what it's going to look like now.
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Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    And a picture from inside the tube...
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    Stunning. The rows of lights really add a nice touch, and the steam coming off the right side in the first shot is spectacular. The most realistic steam I've seen using particle systems.

    Keep it up, Merx <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    -Jacius
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Simply amazing in the visuals department. I see you've overcome your plane problems from before, because that cliff area looks ten times more detailed than the early versions.

    If you're looking for critcism, sorry to disappoint <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I don't think that anyone is looking at the cliff. Everything else looks too good.

    Those orange lights on the right in the second pic look a little dark. Not sure if it's the light, or the color, or what, but it looks dark for some reason.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    It's really great looking.  The only thing I need to say is that in the second shot, it doesn't look like there's actually any glass there on the near part.  It looks like I'll be able to just jetpack right up and out, and I know that you said you were encloseing that area to free up some clipnodes.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Yeah I'm going to find a new glass texture to go there. The current one I'm using isn't too great at low transparencies, and too high makes everything look washed out.

    Maybe I'll be able to get a custom model or something which has that 'chrome' effect on it. That would be sweet.
  • Scottc1988Scottc1988 Join Date: 2002-03-19 Member: 334Members
    Wow, thats just amazing, ive never seen a map so good, how do you make transparent glass and set the ammount of transparency?
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    sorry to interrupt your post Merkaba, looks sexy by the way....real sexy

    <b>Scottc1988</b> - um...go to www.valve-erc.com if you are unsure of making glass....
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Um... Wow.

    I looked those pictures over for a very loong time, Merkaba. Half the time was spent searching for something I didn't like, so I could manage to include some construcitve criticism here... and the other half was spent just... staring... really, really long... stares...

    My one and only problem with the area is that it is obviously outside. I still find it quite amusing that this is one of the two official ns maps, and it's got a massive outdoors area.

    Great job though... really, really nice. I want to play in hera sooo bad!!

    Good thing you didn't include a smallish movie showing off the lightning storm though... I don't think I would have been able to contain myself in a mature manner. (hint, hint)

    (Sorry about the useless and overly-gushy post, but I REALLY like how this thing is shaping up.)
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    very impressive - looks awesome - im guessing you used the glass to stop people from going "outside" - hmmmm - i don't like this "no outdoors" movement...makes me scared about the future of my map.

    anyways - what i love the most and i think im gonna have to cop your style somewhere in my map - are those antenna towers with the orange light at the peak - that is a very nice detail.  looks perfect.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Aha! I searched again, only I actually found something this time!  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    Check it:

    <img src="http://tald.readyroom.org/images/badmerxbad.jpg" border="0">

    First off, I think that the circled rock thing could use a bit of work... you said you weren't finished, so I'm not worried about this that much.

    Then there are those sections of building up in the cliffs... they look like they kind of just sit there in front of the cliff face... and don't really look like they are coming out of it. Especially the one on the left. Perhaps just the angle of the shot, or image compression?

    BTW... I didn't mention it before... that lighting is really, really awesome lookin.

    Badmofo - Well, I wouldn't quite call it a "movement"... not like it's just come up or something. It's been an issue from the start, as far as I understand it. I'm sure you'll be able to make your outdoors stuff work. As long as most of the content is indoors.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Maybe I'll be able to get a custom model or something which has that 'chrome' effect on it. That would be sweet. <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    hmm, its not possible to do partially see-through models in HL, no alpha-blending so unless you want this sweet looking outdoor area to go to waste, this isnt an option . . . (i hears CZ is including model alpha blending, im wondering if you could make see-through models with this, i dont think so though, i think it might just be like the 256-blue thingy, only there or not there)
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Black Wolf the HL engine has had Alpha blended models since it came out, many windows in CS maps are done this way - or so I'm told.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    O.o


    Woah mun.  Really sweet.  Great job with the particles.  The only thing I see wrong is that light...It's sorta...dark.  This map is now giving me a "Humans aren't supposed to be here, but they came anyway" Sorta feeling.
  • FamFam Diaper-Wearing Dog On A Ball Join Date: 2002-02-17 Member: 222Members, NS1 Playtester, Contributor
    I posted a zip with chrome window models in quite recently, in Badmofo's "Conversion from wc to 3dsmax4?, Is it possible?" thread, but it was ignored.

    Its not mine, but I had it on my HD and it seemed wise to share it.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Those lights look 'dark' because they aren't texture lights.  He has used point lights in front of them.  The trouble with adding those light textures to the lights.rad file is that the frame around the actual light in the texture lights up as well and is tinted by the color of the specified light value.  This is why I made custom copies of those lights, darkened and color-corrected the lighting fixture frame, and used those in lights.rad instead.  This way the texture really looks like it's emitting light (instead of being lit up by something else), the frame doesn't appear to be so affected by the light, and no entities are required.

    That's really such a minor point though.  The area shown was unbelievably cool before and is even better now!  I love the lights that appear to be embedded in the walls.  I also think the glass enclosure works great.  It's like having a big outdoor area without the problems of an outdoor area.

    By the way, modeling glass should be a snap (no, I'm not volunteering. :/  I have only just begun to learn milkshape and 1-way 2-D signs are about all I can muster yet.)  I think maybe what Black Wolf meant was that you can't have 1 model that is part solid and part transparent.  You can easily use the render modes and fx amount to adjust the overall transparency of a model though.

    Now all you need is a func_duststorm! <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|Relic25|Mar. 21 2002,09:57-->
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    Actually, I'll have to disagree with most people here. I find that the lighting outside of the buildings is vastly too dark. I'd suggest lighting it back up a bit, or reverting to the orginal, blue-sky texture that you used.

    If you increase the light, make it so that it's slightly gloomy, but not so deep of a darkness..Instead, that's a lighting better left to the inside of the buildings.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    *Gives Jedisar a funny look*

    You must be mad.  I say, if anything, darken some more!  Bring on the gloom!  It's supposed to be an inhospitable planet (right?), so sunny skies and chirping birdies would be really odd.

    Just kidding Jedisar.  Everyone's entitled to an opinion. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|Relic25|Mar. 21 2002,10:01-->
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    It looks great, but I don't like that rock texture you used, it's not detailed enough........
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Great job merk, visual perfection
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    I have to agree with Relic, dark fits well with NS (though I really haven't tried it yet *cough* *cough*), and if it's made to light it will remind me more of Svencoop than this great looking game with atmosphere.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    In regards to the glass, what glass texture are you using? I try to use the dark or med textures at texture transparency 64 or lower, that usually works. For this area I'd suggest using glassdark, so that it doesn't brighten what's beyond the glass.

    The chromed glass causes the same 'washed out' look anyways, I had a test map that was included with the ZIP. The only difference is that they're paperthin and therefore very low on e_poly. Not to mention they shimmer a bit as you walk by.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    <!--QuoteBegin--Relic25+Mar. 21 2002,10<!--emo&:0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Relic25 @ Mar. 21 2002,10<!--emo&<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->*Gives Jedisar a funny look*

    You must be mad.  I say, if anything, darken some more!  Bring on the gloom!  It's supposed to be an inhospitable planet (right?), so sunny skies and chirping birdies would be really odd.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Well, It would actually be more of an irony, in my opinion. Luring out a false sense of security. Then a bob eats your heart.

    and, anyway, I feel that Dark, gloomy maps are getting too...cliche`. I'd like to see a map where it wasn't focusing on "oh, Dark, Yesss..DARK! Mwahahhaa, I'll scare the crap outta the marines!"...What about making a map to scare the aliens, for a change?



    <!--EDIT|Moleculor|Mar. 21 2002,17:44-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I know the concept behind this mod is not to be overly scary or dark, but come on... what do you want this to be? A sunny bright happy go lucky field trip? The thing I don't understand is why people are suddenly "rebelling" away from what Charlie wanted this mod to be in the first place... if the dark and shadows are becoming "cliche", then the mod is.

    What's the problem here guys?

    And how, exactly, would having a map that isn't dark <i>scare the aliens?</i>

    I hate to say it, but I think you are going to be somewhat disappointed with this mod when it comes out, if you are setting your sights elsewhere. This thing isn't supposed to be a horror game, but it's also not supposed to be similar in atmosphere as... pokemon.



    <!--EDIT|ken20banks|Mar. 21 2002,12:58-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    The rock lacks detail cos its scaled up 5-fold. I've now scaled down the texture to only twice as large on some areas, so it looks more as though the base is encrusted in the rock.

    The light is dark because it's not a very pretty planet. Hera, mother of Mars, is a gargantuan mass of rock and ravines and storms. However, it's also in a briliantly strategic point in the Aridian arm to allow the TSA to track and monitor the traffic in the area through the use of the Main Earth outpost. The electrical storms provide an invaluable source of power to the base, too.

    Lets just clear something up...NS is *not* a universe in which everything is clean, effecient, 'star trek' style. In my mind, its a future of dark construction and evil on such a grand scale that its a part of how life is led.

    As a result, hera isn't all sleek and tidy...as you play, there's often a rumble of thunder around the map, the sighing of steam blowing in your face, and the groaning of steel against rock beneath your feet.

    Anyway, I'm rambling now...

    The walkway in the picture isn't quite how I'd like it to be, but due to this cloud of FEAR over my head of going over the mapping limits in terms of planes and clipnodes, it'll have to do. Onwards!
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    I get the impression of that you listen more to the sounds around you and get more easily surprised by incoming hostiles + it's got this special atmosphere when it's dark.

    It wouldn't be the same if everything was suddenly made lighter, including the textures, in NS. :/

    Edit: Didn't see Merk's post before after posting... :S

    Dark fits well in a space-themed game in a not-perfect future.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Okay, I've changed the rock formation around the corner a bit. I've removed teh walkway for the moment as I'm going to replace it with a better one (in my opinion).

    Which rock formation would you say is better?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Jedisar, you missed a bracket there... Now the entire rest of the thread is a quote... <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Thanx for pointing that out. I couldn't for the life of me figure out what was wrong with the thread.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin--Jedisar+Mar. 21 2002,17:06--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Jedisar @ Mar. 21 2002,17:06)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and, anyway, I feel that Dark, gloomy maps are getting too...cliche`. I'd like to see a map where it wasn't focusing on "oh, Dark, Yesss..DARK! Mwahahhaa, I'll scare the crap outta the marines!"...What about making a map to scare the aliens, for a change?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I do not map with the aim of scaring marines. I map with the intent of immersing the player in the world I create. Whether they happen to get scared or not isn't really my problem, and most of the 'fear' in NS will come from how the game is played, and is not something that is being forced onto the player.

    If you find that outside area scary then, well...I think your brain sensorys are twisted up.

    Have you ever heard of 'atmosphere'?
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