<!--QuoteBegin-Walkabout+May 1 2005, 03:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Walkabout @ May 1 2005, 03:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What the **** are you doing posting your own **** here? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I am posting the work i've done so far on the ready room of the map me and Recoup are working on together. I think your mixed up. I'm deaditegrunt, but that's just my AIM name, not my working name. just scroll up to one of my previous posts or his start post...and all will be flattened out for you.
include at corner and ceiling soem kind of half square split in the oposing edges for your corner and some kind of toten computers or amaze pipes coming from outside to inside.
maybe just maybe try put some kind of pillars surround that ceiling to conect to floor to bring some kind of conecting with god. like stonehang (sorry if isnt right the name of that landmark)
<!--QuoteBegin-dessloch+May 1 2005, 08:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dessloch @ May 1 2005, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that's the readyroom gantry so far. i need some idea's to make it stand out more (the windows will be translucent and show a martian surface) any takes? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It looks intricately done, but not all that impressive. There isn't really any need to use all those brushes for a wall with windows, you could probably make textures and just paste those along 4 blocks for walls and get pretty much the same effect.
People are only going to see this for a few seconds before they spawn in the level, these brushes could be better used somewhere else.
You also stated on the previous page that it was quite unique and wanted to grab some feedback. I think you're simply posting for the sake of posting. The ready room is clearly no where near a stage whereby it is ready to be presented, it's not even compiled.
The idea needs to be pushed considerably, then lit and compiled.
Where do we choose our teams? Is it through those windows?
So I guess my advice would be to economise your brush usage, experiment with different lighting schemes and apply the best.
Critism: The room looks like a shoe box, try altering the shape slightly? Textures are dull looking, but could be improved with lighting.
Deadite, why not let me get my hands on the ready room before we start posting stuff right off? We gotta work it over first. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
And yes, we work together, so, dont everyone flip out when you see him post stuff.
The RR looks OK, I don't think it's overly detailed at all. However, the layout is a bit stale. Take the existing format and play around with the walls. Look at each flat surface from different angles and play around with pulling out/pushing in sections until you have some funky geometry.
Having been recently introduced to the wonders of lighting, I'd also suggest that you light even a half finished version. Just basic lighting can give you some idea of how the shadows might fall on the different edges.
Dont worry, I dont plan on letting the ready room get released in this condition...
Deadite, get on AIM or somethng and I'll look it over. Gotta add my secret room! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
for the rest of you, my intent was feedback on what i could add in there, not to impress or make myself feel any bigger. that is all.
the room is intended to be a lookout sort of area, and i've already re worked it according to some feedback from people here and else where. i won't post anything else here for heavens sake and the love of all that is holy, i will not post another thing here
<!--QuoteBegin-dessloch+May 2 2005, 11:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dessloch @ May 2 2005, 11:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sorry sam, ill work on my english asap <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> don't apologise! I didn't know what the exact definition of gantry was before I looked it up! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I just thought it was pretty interesting. I thought a gantry was simply a raised pathway on a ship or something. I don't think it would take you that long to turn what you have into presentable screenshots, all you need is some lighting and a compile. Don't stop posting, just be sure to compile you work properly before showing us.
I've recently learned from Belgarion on how to "optimize" my map... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
So, it might be some time before I put out new screenshots due to general modifying, and also some overhauling in some areas due to general ugliness caused by its mixing. Deadite Grunt will assist with the ready-room development, as I will get my hands on it soon to have a look.
I like the soft lighting.. the kind of redish warm like light.. you know what goes good with that? White bright lights for contrast on walls or floors. White contrasting light would look good for sure.
First I'd up the contrast some how. Either through increasing the gamma and/or light fading. Use a env_gamma setting close to 2.. and under RAD play with the Fade variable.
Make a small room with some lights and aim for something you like. That way you know what kind of lighting to expect in your maps.
Bottomline you need contrast. If the room's ambient lighting is red a sharp white light would look killer for accent lighting, but you don't want to wash out the warm red light so you want the white lights up against walls or as a part of walls down at the base to cast the light on the floor. It depends on the geometry your working with, but think "accent lighting".
I made a small map as an example. I don't suggest the lighting level at all, but just to point out how white light can play off of red
So, playing with Fade will give it contrast? I've been told to put the gamma at 1.5, and I have, but I don't know how to change the gamma in the screenshots.
lol, Ed, no offence, but that ss really hurts my eyes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It hurts my eyes too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> I already told you what I think of that kind of lighting, and what I think of yours. I also said I'd help you with the lighting, so I'm going to make sure it doesn't end up looking like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> No offense intended Ed.
Ok then! I'm back to report that I am renevating one of the rooms because I dont like it much. I'll be changing this room, the administration, into something more sophistimacated!
I feel there are a little too many crates. If you really want to make it feel like a storage area (which it doesn't really look like btw), you might wanna add some sort of loader equipment and machinery, like cranes/arms, tracks, various machines (scanners etc). The crates just feel kinda boring, like it's all you could think of or whatever.
I really like how youve changed that really nice single player room into a really nice multiplayer room. That sort of fleibility and awareness can get you onto Mod teams, so keep those screens somewhere as a comparison for if you need to show evidence of your work.
<!--QuoteBegin-N Recoup+May 15 2005, 02:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (N Recoup @ May 15 2005, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok then! I'm back to report that I am renevating one of the rooms because I dont like it much. I'll be changing this room, the administration, into something more sophistimacated!
Just so you knew I wasn't dead =P
<img src='http://img252.echo.cx/img252/6784/preview27vp.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That is real nice..
Oh yes, mainly because the roofing isnt quite complete yet. Sorry Lt. Gravity.
I was in such a hurry to post an update since I hadn't done so in so long that I completely missed the fact that the room needed polishing. ("severe polishing" I might add)
I'll get right to it.
IN reply to Brute_Force's post: it has the same amount of crates that it had in the previous room, and in a sense it is a supply room full of equipment that is packaged and unpackaged.
However, I will take your advice and put a loading arm/crane near the wall and stick a crate inside to sell the idea. Good advice. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Some texture alignment issues, the glass at the ceiling and the wall on the right. And I would change the texture on the pillar on the diagonal parts stretching from the ceiling to the floor to a trim texture.
It has to much of a reddish tint to it at the moment IMO. I would try and make the spotlights much brighter and also put a spotlight pointed at the desk and in the back. Would be kind of weird to work in a red only environment doing you’re standard desk job don’t you think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It seems you have this reddish glow throughout your lighting. Maybe you added this in with the rad compile parameter –ambient color? If so (and red is selected), it will always add this reddish glow to every room you light, you know like on the matrix with it’s green glow <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
However in this particular screenshot the lighting seems bland, maybe you can again brighten the spotlights and add some other colors as low emitting lights. By low emitting I mean they cast no or hardly any light to their surroundings, these are mainly there to break up the reddish glow. Green or bright blue would work nicely I think…
About the boxes. I think if you where a person responsible for stacking the cargo and you're boss comes along to check you're progress on stacking them effeciently. I think he would be **** if ya catch my drift <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
I am posting the work i've done so far on the ready room of the map me and Recoup are working on together. I think your mixed up. I'm deaditegrunt, but that's just my AIM name, not my working name. just scroll up to one of my previous posts or his start post...and all will be flattened out for you.
maybe just maybe try put some kind of pillars surround that ceiling to conect to floor to bring some kind of conecting with god.
like stonehang (sorry if isnt right the name of that landmark)
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It looks intricately done, but not all that impressive. There isn't really any need to use all those brushes for a wall with windows, you could probably make textures and just paste those along 4 blocks for walls and get pretty much the same effect.
People are only going to see this for a few seconds before they spawn in the level, these brushes could be better used somewhere else.
You also stated on the previous page that it was quite unique and wanted to grab some feedback. I think you're simply posting for the sake of posting. The ready room is clearly no where near a stage whereby it is ready to be presented, it's not even compiled.
The idea needs to be pushed considerably, then lit and compiled.
Where do we choose our teams? Is it through those windows?
So I guess my advice would be to economise your brush usage, experiment with different lighting schemes and apply the best.
Critism: The room looks like a shoe box, try altering the shape slightly?
Textures are dull looking, but could be improved with lighting.
And yes, we work together, so, dont everyone flip out when you see him post stuff.
1
A mount for a traveling crane consisting of a large archlike or bridgelike frame designed to move along a set of tracks.
2
A similar spanning frame supporting a group of railway signals over several tracks.
3
Aerospace. A massive vertical frame structure used in assembling or servicing a rocket, especially at a launch site.
4
A support for a barrel lying on its side.
You could use these definitions to improve you 'gantry'
Having been recently introduced to the wonders of lighting, I'd also suggest that you light even a half finished version. Just basic lighting can give you some idea of how the shadows might fall on the different edges.
Deadite, get on AIM or somethng and I'll look it over. Gotta add my secret room! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
for the rest of you, my intent was feedback on what i could add in there, not to impress or make myself feel any bigger. that is all.
the room is intended to be a lookout sort of area, and i've already re worked it according to some feedback from people here and else where. i won't post anything else here for heavens sake and the love of all that is holy, i will not post another thing here
don't apologise! I didn't know what the exact definition of gantry was before I looked it up! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I just thought it was pretty interesting. I thought a gantry was simply a raised pathway on a ship or something.
I don't think it would take you that long to turn what you have into presentable screenshots, all you need is some lighting and a compile. Don't stop posting, just be sure to compile you work properly before showing us.
I look forward to seeing the progress
So, it might be some time before I put out new screenshots due to general modifying, and also some overhauling in some areas due to general ugliness caused by its mixing. Deadite Grunt will assist with the ready-room development, as I will get my hands on it soon to have a look.
Perhaps you could provide me with ideas for now? My technical expertise in this matter is small, like replicating ideas people have.
A penny for your thoughts?
EDIT: I might change the skybox, since this one seems a tad dull to me.
Make a small room with some lights and aim for something you like. That way you know what kind of lighting to expect in your maps.
Bottomline you need contrast. If the room's ambient lighting is red a sharp white light would look killer for accent lighting, but you don't want to wash out the warm red light so you want the white lights up against walls or as a part of walls down at the base to cast the light on the floor. It depends on the geometry your working with, but think "accent lighting".
I made a small map as an example. I don't suggest the lighting level at all, but just to point out how white light can play off of red
That's what I'm looking for.
So, playing with Fade will give it contrast? I've been told to put the gamma at 1.5, and I have, but I don't know how to change the gamma in the screenshots.
I'll get to work!
lol, Ed, no offence, but that ss really hurts my eyes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Just so you knew I wasn't dead =P
<img src='http://img252.echo.cx/img252/6784/preview27vp.jpg' border='0' alt='user posted image' />
Just so you knew I wasn't dead =P
<img src='http://img252.echo.cx/img252/6784/preview27vp.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That is real nice..
<img src='http://www.unknownworlds.com/forums/uploads/post-4-1116206123.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
the texturing at the ceiling looks sowhat bad... I want to cry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I was in such a hurry to post an update since I hadn't done so in so long that I completely missed the fact that the room needed polishing. ("severe polishing" I might add)
I'll get right to it.
IN reply to Brute_Force's post: it has the same amount of crates that it had in the previous room, and in a sense it is a supply room full of equipment that is packaged and unpackaged.
However, I will take your advice and put a loading arm/crane near the wall and stick a crate inside to sell the idea. Good advice. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Some texture alignment issues, the glass at the ceiling and the wall on the right. And I would change the texture on the pillar on the diagonal parts stretching from the ceiling to the floor to a trim texture.
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1116290001.jpg' target='_blank'>http://www.unknownworlds.com/forums/upload...-1116290001.jpg</a>
It has to much of a reddish tint to it at the moment IMO. I would try and make the spotlights much brighter and also put a spotlight pointed at the desk and in the back. Would be kind of weird to work in a red only environment doing you’re standard desk job don’t you think <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<a href='http://www.unknownworlds.com/forums/uploads/post-4-1116290088.jpg' target='_blank'>http://www.unknownworlds.com/forums/upload...-1116290088.jpg</a>
It seems you have this reddish glow throughout your lighting. Maybe you added this in with the rad compile parameter –ambient color? If so (and red is selected), it will always add this reddish glow to every room you light, you know like on the matrix with it’s green glow <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
However in this particular screenshot the lighting seems bland, maybe you can again brighten the spotlights and add some other colors as low emitting lights. By low emitting I mean they cast no or hardly any light to their surroundings, these are mainly there to break up the reddish glow. Green or bright blue would work nicely I think…
About the boxes. I think if you where a person responsible for stacking the cargo and you're boss comes along to check you're progress on stacking them effeciently. I think he would be **** if ya catch my drift <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->