RSD: Unfortunately that's unlikely. Many, many hours go into a character model, making it very difficult to record the entire process.
Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
A little faster and it would be a Matrix like tutorial/training programm <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Amazing! Thanks for updating your blog that often. Great <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (never thought a prop texture takes that much time to create). JJJ1, was the final texture smaller ? Do you scale your textures down before they go for final ?
<!--quoteo(post=1628676:date=May 23 2007, 08:00 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 23 2007, 08:00 PM) [snapback]1628676[/snapback]</div><div class='quotemain'><!--quotec--> Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting. <!--QuoteEnd--></div><!--QuoteEEnd--> I think we work in a reasonably similar manner. I just need a few brushes to break up my lines a bit.
very nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> by chance is that being normal mapped?
<!--quoteo(post=1628658:date=May 23 2007, 12:30 AM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ May 23 2007, 12:30 AM) [snapback]1628658[/snapback]</div><div class='quotemain'><!--quotec--> I was gonna (or did? can't remember now!) ask to see the design process from concept art to workable asset (texture/model/whatever) after the last blog... Thanks for that!
<!--quoteo(post=1628710:date=May 23 2007, 11:20 PM:name=scaryface)--><div class='quotetop'>QUOTE(scaryface @ May 23 2007, 11:20 PM) [snapback]1628710[/snapback]</div><div class='quotemain'><!--quotec--> very nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> by chance is that being normal mapped? <!--QuoteEnd--></div><!--QuoteEEnd-->
There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.
KainTSA: When we release the NS2TR, mappers will have access to <i>all</i> of our props and textures.
<!--quoteo(post=1628723:date=May 23 2007, 04:29 PM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 23 2007, 04:29 PM) [snapback]1628723[/snapback]</div><div class='quotemain'><!--quotec--> There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.
KainTSA: When we release the NS2TR, mappers will have access to <i>all</i> of our props and textures. <!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, awesome movie. Never knew, that texturing a single static_prop takes that ammount of effort <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Can't wait to see more stuff done <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> and for sure the, as you mentioned, NS2TR. Would love to pre-map some old maps from NS for NS2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (with those awesome textures and props). <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
since ns2 is a standalone game, i wasnt sure if you would use hammer to make maps, or if there was going to be an improved tool to work with, and if there were would it be able to import maps made in hammer
I would love, if you guys would stay with Hammer or a Map Editor, that is like Hammer. Hammer es really easy to use (compared to old WorldCraft in my opinion). <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
JJJ1 don't waste your time here on the forum! Go back and do the texturing! We need NS2TR ASAP! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />))
When NS2TR is released, are we going to be given a better example of how DI will function and impact gameplay? It seems like DI might be an important feature to keep in mind during map balancing.
<!--quoteo(post=1628549:date=May 23 2007, 07:45 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 23 2007, 07:45 AM) [snapback]1628549[/snapback]</div><div class='quotemain'><!--quotec--> The video's downloading now; thanks for the update. I'm real curious to see how the "buy maps from the community" thing works out. It's pretty novel as far as I know. <!--QuoteEnd--></div><!--QuoteEEnd-->
It should go well. It's fairly similar to the model VALVe used for Half-life 2: Deathmatch. They held a competition and added the best maps. I can't remember what/if there was a prize or if it was just for recognition. <a href="http://www.steampowered.com/Steam/Marketing/Mar18.2005/" target="_blank">http://www.steampowered.com/Steam/Marketing/Mar18.2005/</a>
Nice video btw, J.
Edit: Found the news post valve made about the competition. It's at the bottom of the news update. <a href="http://www.steampowered.com/v/index.php?area=news&id=364" target="_blank">http://www.steampowered.com/v/index.php?area=news&id=364</a>
Hi, nice work. How long is that Prob? looks like about 25 units. If its about that big, i think its a little too perfect ;-). In the beginning it looks all nice n perfect, but later in the game u would not see these details i think. I rather want more features or props int the game than perfect detailed props. cheers moe
<!--quoteo(post=1628818:date=May 23 2007, 04:43 PM:name=God_dammit)--><div class='quotetop'>QUOTE(God_dammit @ May 23 2007, 04:43 PM) [snapback]1628818[/snapback]</div><div class='quotemain'><!--quotec--> Hi, nice work. How long is that Prob? looks like about 25 units. If its about that big, i think its a little too perfect ;-). In the beginning it looks all nice n perfect, but later in the game u would not see these details i think. I rather want more features or props int the game than perfect detailed props. cheers moe <!--QuoteEnd--></div><!--QuoteEEnd-->
Look at any prop in any game out right now. Check Doom 3, or Half-Life 2, or STALKER, or F.E.A.R, or Battlefield 2142, or anything else. This kind of detail is easily the norm. If you've ever created large amounts of art assets for a retail game, then maybe I can understand where you're coming from, but right now it sounds like you're just whining that the NS2 crew is spending time on something whose usefulness is not readily apparent to you. In the concept art, that capsule is very large, longer than a barrel in HL2. Under those circumstances, the investment of time it takes to get that asset up to its current state of polish is well worth it for a retail game and even for a professional looking mod like Dystopia or something. Your request for more props rather than props with the minimum amount of detailing, like this one, is probably not the kind of thing that would be echoed if people could see an entire map decked out in half-finished, crappy looking props.
Omg i just did what flyra wrote: "Post your thoughts, comments, questions and love about this blog entry here." I post all, except "love" ! And i think the developers can think for their self, they dont need TychoCelchuuu.
I didnt request anything, i just had a question, a comment and thought !
<!--quoteo(post=1628825:date=May 23 2007, 05:31 PM:name=God_dammit)--><div class='quotetop'>QUOTE(God_dammit @ May 23 2007, 05:31 PM) [snapback]1628825[/snapback]</div><div class='quotemain'><!--quotec--> Omg i just did what flyra wrote: "Post your thoughts, comments, questions and love about this blog entry here." I post all, except "love" ! And i think the developers can think for their self, they dont need TychoCelchuuu.
I didnt request anything, i just had a question, a comment and thought ! <!--QuoteEnd--></div><!--QuoteEEnd-->
I think perhaps if you do not want people to comment on what you have written, it is a mistake to post it in a public forum where the sole purpose of posts is to be commented on by other posts. You could instead have, for instance, written it down in a secret journal to which nobody is allowed entrance, or engraved it on a rock and dropped it over a cliff in to the ocean.
<!--quoteo(post=1628847:date=May 24 2007, 03:06 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 24 2007, 03:06 AM) [snapback]1628847[/snapback]</div><div class='quotemain'><!--quotec--> You could instead have, for instance, written it down in a secret journal to which nobody is allowed entrance, or engraved it on a rock and dropped it over a cliff in to the ocean. <!--QuoteEnd--></div><!--QuoteEEnd-->
Superb update! <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Thanks for taking your time making and sharing this vid with us.
I'd rather them take their time making the NS2TR as packed with stuff and polished as possible before releasing. I wish for at least 5GB of models and prefabs, 15GB of ambience and sfx, and 2GB of textures.
Comments
Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
Just incredibly awesome.
A little faster and it would be a Matrix like tutorial/training programm <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Aegix: If you really want them I can send them to you, but (speaking from experience) I think you'd be better off creating your own brushes that really suit your style of painting.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think we work in a reasonably similar manner. I just need a few brushes to break up my lines a bit.
by chance is that being normal mapped?
I was gonna (or did? can't remember now!) ask to see the design process from concept art to workable asset (texture/model/whatever) after the last blog... Thanks for that!
<img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, you never saw the modelling, nor the compiling, and if this gets a specular map or even a normal map you didn't see any of those either.
When I try to download the file it stops at 44MB.
The lowres version works as expected.
I assume custom mappers are gonna have access to a lot of your predesigned props?
very nice <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
by chance is that being normal mapped?
<!--QuoteEnd--></div><!--QuoteEEnd-->
There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.
KainTSA: When we release the NS2TR, mappers will have access to <i>all</i> of our props and textures.
There's no justification for a normal map, but yeah, I didn't record the specular map creation because it's not particularly interesting to watch, especially with this particular model.
KainTSA: When we release the NS2TR, mappers will have access to <i>all</i> of our props and textures.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Wow, awesome movie. Never knew, that texturing a single static_prop takes that ammount of effort <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Can't wait to see more stuff done <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> and for sure the, as you mentioned, NS2TR. Would love to pre-map some old maps from NS for NS2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (with those awesome textures and props). <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Sherpa: This prop took about one and a half hours to skin.
When NS2TR is released, are we going to be given a better example of how DI will function and impact gameplay? It seems like DI might be an important feature to keep in mind during map balancing.
The video's downloading now; thanks for the update. I'm real curious to see how the "buy maps from the community" thing works out. It's pretty novel as far as I know.
<!--QuoteEnd--></div><!--QuoteEEnd-->
It should go well. It's fairly similar to the model VALVe used for Half-life 2: Deathmatch. They held a competition and added the best maps. I can't remember what/if there was a prize or if it was just for recognition.
<a href="http://www.steampowered.com/Steam/Marketing/Mar18.2005/" target="_blank">http://www.steampowered.com/Steam/Marketing/Mar18.2005/</a>
Nice video btw, J.
Edit: Found the news post valve made about the competition. It's at the bottom of the news update.
<a href="http://www.steampowered.com/v/index.php?area=news&id=364" target="_blank">http://www.steampowered.com/v/index.php?area=news&id=364</a>
nice work.
How long is that Prob? looks like about 25 units.
If its about that big, i think its a little too perfect ;-).
In the beginning it looks all nice n perfect, but later in the game u would not see these details i think.
I rather want more features or props int the game than perfect detailed props.
cheers moe
Hi,
nice work.
How long is that Prob? looks like about 25 units.
If its about that big, i think its a little too perfect ;-).
In the beginning it looks all nice n perfect, but later in the game u would not see these details i think.
I rather want more features or props int the game than perfect detailed props.
cheers moe
<!--QuoteEnd--></div><!--QuoteEEnd-->
Look at any prop in any game out right now. Check Doom 3, or Half-Life 2, or STALKER, or F.E.A.R, or Battlefield 2142, or anything else. This kind of detail is easily the norm. If you've ever created large amounts of art assets for a retail game, then maybe I can understand where you're coming from, but right now it sounds like you're just whining that the NS2 crew is spending time on something whose usefulness is not readily apparent to you. In the concept art, that capsule is very large, longer than a barrel in HL2. Under those circumstances, the investment of time it takes to get that asset up to its current state of polish is well worth it for a retail game and even for a professional looking mod like Dystopia or something. Your request for more props rather than props with the minimum amount of detailing, like this one, is probably not the kind of thing that would be echoed if people could see an entire map decked out in half-finished, crappy looking props.
"Post your thoughts, comments, questions and love about this blog entry here."
I post all, except "love" !
And i think the developers can think for their self, they dont need TychoCelchuuu.
I didnt request anything, i just had a question, a comment and thought !
Omg i just did what flyra wrote:
"Post your thoughts, comments, questions and love about this blog entry here."
I post all, except "love" !
And i think the developers can think for their self, they dont need TychoCelchuuu.
I didnt request anything, i just had a question, a comment and thought !
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think perhaps if you do not want people to comment on what you have written, it is a mistake to post it in a public forum where the sole purpose of posts is to be commented on by other posts. You could instead have, for instance, written it down in a secret journal to which nobody is allowed entrance, or engraved it on a rock and dropped it over a cliff in to the ocean.
You could instead have, for instance, written it down in a secret journal to which nobody is allowed entrance, or engraved it on a rock and dropped it over a cliff in to the ocean.
<!--QuoteEnd--></div><!--QuoteEEnd-->
ahahaha Kapow! Zing!
Thanks for taking your time making and sharing this vid with us.