<!--quoteo(post=1648538:date=Sep 10 2007, 02:21 PM:name=Supernorn)--><div class='quotetop'>QUOTE(Supernorn @ Sep 10 2007, 02:21 PM) <a href="index.php?act=findpost&pid=1648538"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's achieved by reducing the lightmap scale on the textures. It's a method used extensively in a lot of the BM:S maps also, along with some small usage of the "blocklight" texture. ;D<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm guessing it's only used on certain faces because if you shrank the lightmap down that far all over the map, not only would the compile times be of cosmic proportions, the engine would probably run into the max lightmap problem.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited September 2007
<!--quoteo(post=1648473:date=Sep 10 2007, 08:31 PM:name=Insane)--><div class='quotetop'>QUOTE(Insane @ Sep 10 2007, 08:31 PM) <a href="index.php?act=findpost&pid=1648473"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The yellow light is from a different source that isn't in the corridor. It's coming down the ladder shaft. Blue wouldn't make a lot of sense - it would make the colour scheme too busy, as well as too drastically changing the feel. The red is for hazard lighting and the yellow (it's really more of a golden colour anyway) is there to make it warm. Blue would cool it down and make the red purple. At any rate, I'm not sure exactly what lights you want me to change into blue.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah i totally agree with the yellow and red, but i think that big white lights are spoiling the atmosphere - its the white like that is making the yellow look funny i reckon. white just looks bleh in any sci-fi map because it feels like daylight on earth (not space).
Of course you do need some kind of light in there <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> thats why i was suggesting blue, even if very slight. blue can give the feeling of darkness without making the map dark - just watch any 80s sci-fi movie <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
EDIT: or perhaps just limit the white light to sort of knee or hip height, but hey, its looking great anyways <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
(talking about the white lights in this shot) <img src="http://img248.imageshack.us/img248/7857/yyzzfp2.jpg" border="0" class="linked-image" />
Damn nice bent pipes I still need to make a bent pipe and a few S bend and T joints as well as spliters, valves come easy.
Will most likely use a couple of arches one arche duplicate and move to ether side then skew it then duplicate them move them out further then skew them more select those then carv.
<!--quoteo(post=1648588:date=Sep 11 2007, 12:13 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Sep 11 2007, 12:13 AM) <a href="index.php?act=findpost&pid=1648588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah i totally agree with the yellow and red, but i think that big white lights are spoiling the atmosphere - its the white like that is making the yellow look funny i reckon. white just looks bleh in any sci-fi map because it feels like daylight on earth (not space).
Of course you do need some kind of light in there <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> thats why i was suggesting blue, even if very slight. blue can give the feeling of darkness without making the map dark - just watch any 80s sci-fi movie <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Daylight on earth is rarely such a pure shade of white; it tends to be percieved as shades of blue or yellow, moving to golden and even pink during sunset. It's not that I don't think that what you're saying is wrong, I just reckon what I've got works. Not least because I feel I have precedent; ns_nothing uses a similar light scheme to great effect.
And of course, whilst eighties sci-fi has a lot good moments, it also has a lot of bad ones. I wouldn't call it the be-all and end-all of sci-fi visuals, you know?
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
um wow those look awesome! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> i've got no probs with the white light in those new screenshots. It just doesnt look right on that older one thats all <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Awesome stuff! We got the talent here, all that's left is the NS2TR! <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" />
This isnt a serious map or anything, I was just bored at work and fired up hammer on the laptop and threw this together and did the best I could with stock hl2 assets. I may do a real map if I have time between real life and neotokyo but for what its worth, heres what I came up with in the hour I spent on it. Hope they arent too dark, kinda hard to tell on the laptop <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Hmm, whats this? Someone posting in the mapping forum... all joking aside, that screenshot is screaming at me, I dunno why. It does look good though, I especially like the layovers makes the screens look very sharp and alive. The ceiling however kills me, in other words needs less flattness.
Wwe are experiencing the last posts here, NS1 mapping forum is slowly dieing and there is nothing we can do about it...
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
yes its a sad time, too late for n1, and too early for ns2 maps.
Its sad in way there will be combat in ns2, because i was hoping to just port my only 2 maps over (they are both combat cause its easier when your learning). guess i'll have to put in some res points too maybe.
Im abandoing the map now though , to much mistakes made and it to mind boggling to fix it all. But those were the last ones i had been working on. I shall continue a new one now. All the screens came out pitch black again >.<.
Wow my screens of that part of the map really do look crap compared to everyone elses work <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. I have alot to learn.
<b>Steve0</b> I think the first screen is quite alright, architecture-wise. In the others I have a hard time seeing the architecture, since it's so dark. What I think you should fix is the lighting. Red is a very strong color, and should be carefully used. Maybe mix it with some other, less alarming color, perhaps a mixture of yellow and orange (to still fit with the red)? Also maybe make it a bit brighter.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1659154:date=Nov 3 2007, 10:45 PM:name=Steve0)--><div class='quotetop'>QUOTE(Steve0 @ Nov 3 2007, 10:45 PM) <a href="index.php?act=findpost&pid=1659154"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow my screens of that part of the map really do look crap compared to everyone elses work <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. I have alot to learn.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href="http://www.keenleveldesign.com/html/misc/lightingtutorial1.htm" target="_blank">http://www.keenleveldesign.com/html/misc/l...ngtutorial1.htm</a>
I can't find the exact page i was looking for but here is a good tutorial with some good examples - on the more scifi screenshots, you can see that the map sitll feels dark, but everything is still quite visible to the player <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I can't find the exact page i was looking for but here is a good tutorial with some good examples - on the more scifi screenshots, you can see that the map sitll feels dark, but everything is still quite visible to the player <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Aye <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> , its a good site with some nice examples. I think the problem i got is on them screens , the textures are very dark so it doesnt really help to much with the low level of lighting ambience.
i am thinking about a map with the design from the game "from dusk till dawn"... i've made a bit custom content and a small testmap: <img src="http://bildupload.sro.at/a/images/map10002.jpg" border="0" class="linked-image" />
why are a few of you mapping for ns2 yet? is the realease near?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Hmm late response, but we're mapping for NS2 because NS2 needs map, and what better way to practice source mapping then doing some mapping in source <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
About your screenshots, I like the different style of texturing you've got going. I'm not a fan of the lighting if this is going to be all over the map (too bright for my taste). I hope (if you get this project going) that you at least add some nice darker areas <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
The room is missing the Mendasp Lighting Treatmentâ„¢ (hello Mouse!). This means the lighting right now hasn't been tweaked, this is how it came out on the first compile, and it's missing the painfully bright white light_spots.
It's been like this for a month because I haven't worked on it (big surprise), but I chose to show it now because... uhm... I don't know, but I'll finish the room next year, I promise.
Happy new year <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1671073:date=Feb 20 2008, 08:44 PM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Feb 20 2008, 08:44 PM) <a href="index.php?act=findpost&pid=1671073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got bored and opened up hammer again, so look what I crapped out...
<img src="http://img139.imageshack.us/img139/6011/nsvivid0000os5.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->Lighting could have more tonal range (from dark to light/white to coloured areas - doesn't have to be serious shadow, but some contrast would be better). I'm not a fan of the large, blank, flat ceiling space or the floors, they could be given some depth to make them more interesting. If you can incorporate some interesting lighting into either the floor or ceiling, it'd be a big improvement imo.
Comments
along with some small usage of the "blocklight" texture. ;D<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm guessing it's only used on certain faces because if you shrank the lightmap down that far all over the map, not only would the compile times be of cosmic proportions, the engine would probably run into the max lightmap problem.
Yeah i totally agree with the yellow and red, but i think that big white lights are spoiling the atmosphere - its the white like that is making the yellow look funny i reckon. white just looks bleh in any sci-fi map because it feels like daylight on earth (not space).
Of course you do need some kind of light in there <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> thats why i was suggesting blue, even if very slight. blue can give the feeling of darkness without making the map dark - just watch any 80s sci-fi movie <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
EDIT: or perhaps just limit the white light to sort of knee or hip height, but hey, its looking great anyways <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
(talking about the white lights in this shot)
<img src="http://img248.imageshack.us/img248/7857/yyzzfp2.jpg" border="0" class="linked-image" />
Insane and Supernorn, did you make those materials or did you download them from somewhere?
Will most likely use a couple of arches one arche duplicate and move to ether side then skew it then duplicate them move them out further then skew them more select those then carv.
<img src="http://img519.imageshack.us/img519/8293/zz01bo0.jpg" border="0" class="linked-image" />
<img src="http://img401.imageshack.us/img401/479/zz02vh5.jpg" border="0" class="linked-image" />
<img src="http://img526.imageshack.us/img526/3752/zz03mi6.jpg" border="0" class="linked-image" />
<!--quoteo(post=1648588:date=Sep 11 2007, 12:13 AM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Sep 11 2007, 12:13 AM) <a href="index.php?act=findpost&pid=1648588"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah i totally agree with the yellow and red, but i think that big white lights are spoiling the atmosphere - its the white like that is making the yellow look funny i reckon. white just looks bleh in any sci-fi map because it feels like daylight on earth (not space).
Of course you do need some kind of light in there <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> thats why i was suggesting blue, even if very slight. blue can give the feeling of darkness without making the map dark - just watch any 80s sci-fi movie <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Daylight on earth is rarely such a pure shade of white; it tends to be percieved as shades of blue or yellow, moving to golden and even pink during sunset. It's not that I don't think that what you're saying is wrong, I just reckon what I've got works. Not least because I feel I have precedent; ns_nothing uses a similar light scheme to great effect.
And of course, whilst eighties sci-fi has a lot good moments, it also has a lot of bad ones. I wouldn't call it the be-all and end-all of sci-fi visuals, you know?
i've got no probs with the white light in those new screenshots. It just doesnt look right on that older one thats all <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<img src="http://img265.imageshack.us/img265/5742/nstest0011kr0.jpg" border="0" class="linked-image" />
<img src="http://img406.imageshack.us/img406/5470/nstest0010sg3.jpg" border="0" class="linked-image" />
<a href="http://pix.nofrag.com/1/f/c/d277ec3127c300463c6a9c5e26590.html" target="_blank">Screen #1</a>
<a href="http://pix.nofrag.com/9/4/6/e78213987cc3242965bb926e37dcc.html" target="_blank">Screen #2</a>
<a href="http://pix.nofrag.com/8/f/5/c5b7a5ce34df8ff95bbaf742b948b.html" target="_blank">Screen #3</a>
<a href="http://pix.nofrag.com/d/8/3/8e5d54515bd362ffeb32046427c05.html" target="_blank">Screen #4</a>
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_docked0006.jpg" border="0" class="linked-image" />
Wwe are experiencing the last posts here, NS1 mapping forum is slowly dieing and there is nothing we can do about it...
Its sad in way there will be combat in ns2, because i was hoping to just port my only 2 maps over (they are both combat cause its easier when your learning). guess i'll have to put in some res points too maybe.
I still have a few maps that I need to finish. (one that's VERY close too)
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_docked0017.jpg" border="0" class="linked-image" />
<img src="http://i6.photobucket.com/albums/y226/yarrik71/ns_docked0008.jpg" border="0" class="linked-image" />
<img src="http://infinity.alakir.eu/ns2_lv17_b30001.jpg" border="0" class="linked-image" />
<img src="http://infinity.alakir.eu/ns2_lv17_b30002.jpg" border="0" class="linked-image" />
<img src="http://infinity.alakir.eu/ns2_lv17_b30003.jpg" border="0" class="linked-image" />
<img src="http://infinity.alakir.eu/ns2_lv17_b30004.jpg" border="0" class="linked-image" />
Im abandoing the map now though , to much mistakes made and it to mind boggling to fix it all. But those were the last ones i had been working on. I shall continue a new one now. All the screens came out pitch black again >.<.
I think the first screen is quite alright, architecture-wise. In the others I have a hard time seeing the architecture, since it's so dark. What I think you should fix is the lighting. Red is a very strong color, and should be carefully used. Maybe mix it with some other, less alarming color, perhaps a mixture of yellow and orange (to still fit with the red)? Also maybe make it a bit brighter.
<a href="http://www.keenleveldesign.com/html/misc/lightingtutorial1.htm" target="_blank">http://www.keenleveldesign.com/html/misc/l...ngtutorial1.htm</a>
I can't find the exact page i was looking for but here is a good tutorial with some good examples - on the more scifi screenshots, you can see that the map sitll feels dark, but everything is still quite visible to the player <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I can't find the exact page i was looking for but here is a good tutorial with some good examples - on the more scifi screenshots, you can see that the map sitll feels dark, but everything is still quite visible to the player <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Aye <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> , its a good site with some nice examples. I think the problem i got is on them screens , the textures are very dark so it doesnt really help to much with the low level of lighting ambience.
i've made a bit custom content and a small testmap:
<img src="http://bildupload.sro.at/a/images/map10002.jpg" border="0" class="linked-image" />
why are a few of you mapping for ns2 yet? is the realease near?
/edit:
<img src="http://bildupload.sro.at/a/images/map10004.jpg" border="0" class="linked-image" />
About your screenshots, I like the different style of texturing you've got going. I'm not a fan of the lighting if this is going to be all over the map (too bright for my taste). I hope (if you get this project going) that you at least add some nice darker areas <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Aside from being a map that will never be released, and that this room has r_speeds that reach 1300, I still enjoy working on it sometimes.
<img src="http://www.mendasp.net/stuff/selene-wip12.jpg" border="0" class="linked-image" />
The room is missing the Mendasp Lighting Treatmentâ„¢ (hello Mouse!). This means the lighting right now hasn't been tweaked, this is how it came out on the first compile, and it's missing the painfully bright white light_spots.
It's been like this for a month because I haven't worked on it (big surprise), but I chose to show it now because... uhm... I don't know, but I'll finish the room next year, I promise.
Happy new year <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I've reworked a bit a map I put away months ago.
Some screenies <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> (click to enlarge)
<a href="http://pix.nofrag.com/0/5/c/2aa91e3d83ca8845886422d2fbe88.html" target="_blank"><img src="http://pix.nofrag.com/0/5/c/2aa91e3d83ca8845886422d2fbe88tt.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/b/a/e/91a7126909f048be0cafef905cb8e.html" target="_blank"><img src="http://pix.nofrag.com/b/a/e/91a7126909f048be0cafef905cb8ett.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/4/1/2/697f8d5845b84aa11ec00bc764c02.html" target="_blank"><img src="http://pix.nofrag.com/4/1/2/697f8d5845b84aa11ec00bc764c02tt.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/a/c/8/6423f4036e16aa9b82ede8fc64292.html" target="_blank"><img src="http://pix.nofrag.com/a/c/8/6423f4036e16aa9b82ede8fc64292tt.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/5/6/d/61f01ca4e05c00faadf8f7f1891b0.html" target="_blank"><img src="http://pix.nofrag.com/5/6/d/61f01ca4e05c00faadf8f7f1891b0tt.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/a/1/f/cffad98b12a5026933e30b71dad39.html" target="_blank"><img src="http://pix.nofrag.com/a/1/f/cffad98b12a5026933e30b71dad39tt.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/4/f/e/8688b76249b4d1f06d14fbcef3c83.html" target="_blank"><img src="http://pix.nofrag.com/4/f/e/8688b76249b4d1f06d14fbcef3c83tt.jpg" border="0" class="linked-image" /></a>
<a href="http://pix.nofrag.com/f/2/9/975b2c5b17f9ff0556911b4ecaa79.html" target="_blank"><img src="http://pix.nofrag.com/f/2/9/975b2c5b17f9ff0556911b4ecaa79tt.jpg" border="0" class="linked-image" /></a>
<img src="http://img114.imageshack.us/img114/6403/nsvivid0001wk9.png" border="0" class="linked-image" />
<img src="http://img139.imageshack.us/img139/6011/nsvivid0000os5.png" border="0" class="linked-image" />
<img src="http://img114.imageshack.us/img114/6403/nsvivid0001wk9.png" border="0" class="linked-image" />
<img src="http://img139.imageshack.us/img139/6011/nsvivid0000os5.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->Lighting could have more tonal range (from dark to light/white to coloured areas - doesn't have to be serious shadow, but some contrast would be better). I'm not a fan of the large, blank, flat ceiling space or the floors, they could be given some depth to make them more interesting. If you can incorporate some interesting lighting into either the floor or ceiling, it'd be a big improvement imo.