Ns_elysium

2

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    yah, the white light seems better, not sure why tho. hmmm...
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    i prefer blue lights and dark maps, but hey it looks good either way
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    well the wight light was better, btu it coudl use soem more contrast and soem darker shadows in the corners, btw Kill do you use the env_gamma?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Yeah, I use env_gamma at 1.0.  <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    I have not noticed any significant improvement at higher settings.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Textures in the last room posted are now fixed.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    I finally got around to posting a piccy to prove it. I hope you all like it!
  • CDawgCDawg Join Date: 2002-01-29 Member: 131Members
    Woah, those are some really nice shots.  I love that last one with the red lighting on the other side of the airlock.  Can't wait to see more.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <i>Huge</i> improvement on the texturing in that last shot! That red bit looks really great.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    An env_gamma setting of 1.0 is doing exactly nothing.  I suspect you knew that though since you added a wink at the end of that statement.

    Just in case you didn't already know, the env_gamma is really more aptly named env_overbrightening.  Even though a higher gamma setting will tend to increase the overall brightness a bit, its main purpose is to saturate colors and give everything a much more vibrant look.  Trust me, it makes a huge difference.  But, you will want to set this value <i>before</i> you really start tweaking your lighting.  Otherwise, you may have to go back and change a bunch of light values later.  The only problem with env_gamma (and you monitor/video card gamma) is that it doesn't affect screenshots you take in-game.  So even if you have env_gamma set to something like 1.8, any screenshots you take will look no different from those taken when there is no env_gamma setting at all.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Thats it....Wow.  I'm close to scrapping my map now, again.  I gotta get a more spacy feel like yours.  Mine looks like an office building...wow....
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Thanks all!

    Relic - so I guess if I get inspired to use higher env_gamma settings, I should stop posting pics in here. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    All that stuff about env_gamma I discovered on my own. I'm having reasonable success lighting my map adequately with it set at 1.0. I would like to know what some of the veteran mappers have to say about env_gamma. If I should have a change of mind, I'd prefer it happen sooner rather than later.    ...Ken?

    As for the "spacey" feel, I think it may not be felt as much in the rest of the map. Two reasons: I want to express the transition from a shuttle to a large facility, and I'm really finding it confining to only use textures with a metal/plastic look to them.

    Again, a challenge to texture artists: Give me textures! I'd love to have a good texture for an iris door, and any metal or synthetic material in walls, floors, and ceilings.

    KT
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    If you want my opinion on the env_gamma, I would definately say "use it". Each map is different and the average settings might not work best on all maps. Regardless though, most people icluding Relic and Merkaba (NS's only official mappers) are using something around 1.8 in their current maps. (Please correct me if I'm wrong... Just going off my memory.) The setting I'm using in my current map is also very close to that at 1.777.

    <i>*cough* There are a select few who've <b>had</b> to have picked up on my obsession with a *cough* certain number by now...</i>

    The env_gamma really does help the visual apperence of any map if the lighting is adjusted for it. Like many have said before, it makes it look a bit more like Q3 then HL. Definately follow Relic's advice and implement this early on if you're going to..

    --------------------

    As far as not showing up in screenshots... There is a nifty little method described in the mapping FAQ of this forum detailing how to get your shots to match that what you see ingame. In PhotoShop that is.

    I don't have PS, but I found that if I increase the Brightness of the shot by 50%, and then up the Contrast by 50%, it comes out pretty equal. Could be different with other env_gamma settings.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Ok - I'll look up the specs for simulating gamma thru PS. Lord knows I'll go insane if I have only misleading pics when I'm looking for input.

    I'll play around with settings now that I can see the effects on some varried ligthings.

    KT
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Don't forget that something you try might come out freakishly ugly, but with a little tweaking in the lighting, any particular env_gamma setting could come out really nice. In other words the lighting itself will, more likely then not, need to be adjusted.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Doh - it'd help if I was using the correct version of ZHLT.

    <i>Now</i> lets see what env_gamma does!
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    There's a PS formula for emulating your env_gamma settings in the Mapping Forum FAQ. Sheesh, it's like no one reads it.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Lol Molec! <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

    Seriously though, I mentioned it to him a couple posts up.. hehehe...

    (I don't know why I think it's so funny but... it is. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> Man I need some sleep...)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Heh, I even looked for you mentioning it before posting.. missed it. *sigh*
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    In my quick efforts, I couldn't get PhotoShop to turn out quite the extremes that env_gamma creates. You were right Ken, I'll have some tweaking to do.

    I saw some things in a couple other areas that sold me on the use of env_gamma. Overall, I just felt like it highlighted the things I had been working to get just to be noticeable. In some places the difference was night and day! (Heh, almost literally.)
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Quite a difference, huh?

    BTW, That last shot is amazing... It's got a movie-like atmosphere. A novice at lighting techniques? Ha.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    very nice lighting, and the textureign has improved a lot, is this close to marinespawn, cuz the walls seem a bit busy for the level 1's to climb, not impossible i guess ,but it'll take you some practice, ok just ignore this I'm sure it can be done. I like that red lighting very cool <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Well, that is a good point interfector! Yes, this is just the corridor between the Marines spawn and the first resourse node and command center. However, that is a point I'll keep in mind as I continue. Fortunatly, the picture I have in my mind of the space station isn't nearly as busy. I suppose I can put clip-brushes to work if I have any areas of concern.

    I'm really glad that people feel the "busy" on these parts of the map, because I really hope they feel a sense of being lost the moment they burst out onto the station's decks.

    Thanks for your comments on the lighting, Ken! I've been drawing my inspiration off works by Merkaba, Relic, and yourself. Oh, and the fact that I've wanted to to something like this for a very long time. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    IMO, this is where the ol' HL engine shines.

    (Killtoy wanders off to try to figure out what he did wrong with his func_illusionary of some cables.)
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Killtoy+Mar. 30 2002,09:30--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Killtoy @ Mar. 30 2002,09:30)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I suppose I can put clip-brushes to work if I have any areas of concern.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Just a reminder that the aliens can not climb on clip (or sky) brushes. An alternative that will cost you some clipping hulls is to use a func_wall textured with halflife's "invisible" texture, set at Solid 255.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Hrm...

    Well, thanks for the heads-up.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I think that the lighting is good in that hallway there.  One thing that I, personally, would add would be some kind of white light at floor level on both sides, behind the pipe.  I'd angle it so most of the light hit the walls.  It might make an interesting contrast, or it might destroy the look and feel of the corridor.  Anyways, good work.
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    The "pipes" are part of the hydraulic system that extends the airlock to the shuttle. Any features along those pipes will have to be recessed into the walls.

    Not to fear, additional lighting is planned - just one of many little details I need to go back and do. I should start making a list so I get it all at once. :/

    You'll see what I have in mind eventually. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ken20banks+Mar. 30 2002,12:16--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ken20banks @ Mar. 30 2002,12:16)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->clipping hulls is to use a func_wall textured with halflife's "invisible" texture, set at Solid 255.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Or any other number, from 1-255 ... 'Solid' isn't very discerning <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    I agree w/ greedo, for me that hallway is too red.  If it isnt that long of a hallway thats fine but if i was you (and im not) I would add a white light to break up the red.
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