<!--quoteo(post=1739532:date=Nov 24 2009, 01:47 PM:name=Viper_two_nine_A)--><div class='quotetop'>QUOTE (Viper_two_nine_A @ Nov 24 2009, 01:47 PM) <a href="index.php?act=findpost&pid=1739532"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> how did you remove the wireframe lightblubs in you renders? you did you get out those renders anyway?<!--QuoteEnd--></div><!--QuoteEEnd--> Put the lights in a Layer then hide said layer. Models go away, light effects stay. Voila!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->how did you remove the wireframe lightblubs in you renders? you did you get out those renders anyway?<!--QuoteEnd--></div><!--QuoteEEnd-->
What Mendasp said. Just put all the lights in one layer and then turn the visuality of that layer off. Once you've created a layer, just select all lights and click the little checkbox next to the hide-icon.
<!--quoteo(post=1739534:date=Nov 24 2009, 06:49 AM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Nov 24 2009, 06:49 AM) <a href="index.php?act=findpost&pid=1739534"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Put the lights in a Layer then hide said layer. Models go away, light effects stay. Voila!<!--QuoteEnd--></div><!--QuoteEEnd-->
I haven't spent long on it, at most an hour. I've just been poking around, adding things, remove things, testing.
1st pic - View of a corridor 2nd pic - wide shot of said corridor entrance and build up of first large area (big open space behind camera atm not lit) 3rd and 4th pic - a "marine" area. Block at bottom of screen is just a placeholder for what will (eventually) be the CC when the models are available. Initial idea was make it rine start... might just make it a tech point room. In a "lit" and "unlit" status. <a href="http://img18.imageshack.us/i/wip1daworm.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/5688/wip1daworm.th.jpg" border="0" class="linked-image" /></a> <a href="http://img689.imageshack.us/i/wip2daworm.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/9802/wip2daworm.th.jpg" border="0" class="linked-image" /></a> <a href="http://img25.imageshack.us/i/wip3dawormlit.jpg/" target="_blank"><img src="http://img25.imageshack.us/img25/3443/wip3dawormlit.th.jpg" border="0" class="linked-image" /></a> <a href="http://img18.imageshack.us/i/wip3dawormnotlit.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/8366/wip3dawormnotlit.th.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1739570:date=Nov 24 2009, 01:34 PM:name=Matenrou)--><div class='quotetop'>QUOTE (Matenrou @ Nov 24 2009, 01:34 PM) <a href="index.php?act=findpost&pid=1739570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played with it for a minute fast, and thought it was funny when I placed out the spawns. The rooms seem smaller then what I imagined :P
<!--quoteo(post=1739570:date=Nov 24 2009, 01:34 PM:name=Matenrou)--><div class='quotetop'>QUOTE (Matenrou @ Nov 24 2009, 01:34 PM) <a href="index.php?act=findpost&pid=1739570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just played with it for a minute fast, and thought it was funny when I placed out the spawns. The rooms seem smaller then what I imagined :P
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1739457:date=Nov 24 2009, 10:42 AM:name=The_Real_Quasar)--><div class='quotetop'>QUOTE (The_Real_Quasar @ Nov 24 2009, 10:42 AM) <a href="index.php?act=findpost&pid=1739457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think a "NS2 Creation" forum is in order, yessums?<!--QuoteEnd--></div><!--QuoteEEnd--> My thoughts exactly :P
hehe looks good. Whenever I get far enough the map editor crashes and i'll have to start over -.-
Another thing which should be fixed is that if you use the line tool, and then use the right mousebutton to move and releases it. The cursor becomes invisible but you can still move the line tool. Also if you navigate while holding down the right mousebutton, you should be able to hold shift or something to fly twice the speed or something.
Howdy all. I just wanted to drop in and say, from some one who was terrible with Hammer and never finished any map I began, I am really excited about this editor. It looks fantastically clear and simple in comparison. Great work Max and all the UW devs involved.
Also, some of these screenshots are looking great already. Keep up the great work.
These all look rather remarkable. I didn't realise how much of a different new tech made to the look of maps. I'm more used to HL2 which requires a lot of effort to make anything look good.
<!--quoteo(post=1739552:date=Nov 24 2009, 07:11 AM:name=CIOnDIEu)--><div class='quotetop'>QUOTE (CIOnDIEu @ Nov 24 2009, 07:11 AM) <a href="index.php?act=findpost&pid=1739552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->editor was there an option for multi monitor?<!--QuoteEnd--></div><!--QuoteEEnd-->
The sub-windows can be dragged out of the main window, so what I was doing was put the properties window and the output window on my second monitor. Or you can just scale the window really wide between the two monitors! :P
*Edit* Armanox: When extruding, try going the opposite direction. If you create a rectangle along the ground plane, extrude downwards to have the rectangle face inwards. Also, if you want to manually flip the faces of something, ctrl + click to multiple select the faces, and then hit ctrl + f and bam! :) Faces now are going the opposite direction.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited November 2009
Just playing around with the lighting is fun even. I only have a cube map with some small vertex or face editing going on and the lighting is just so cool to work with. how do you guys hide the light wireframes btw...
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1739728:date=Nov 24 2009, 06:31 PM:name=Mendasp)--><div class='quotetop'>QUOTE (Mendasp @ Nov 24 2009, 06:31 PM) <a href="index.php?act=findpost&pid=1739728"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's transparent textures, search for grate and apply some of them.
We hide the lights adding them to a layer then hiding the layer.<!--QuoteEnd--></div><!--QuoteEEnd--> Ah similar to visgroups and I shall search for this grate texture you speak of :P
Comments
how did you remove the wireframe lightblubs in you renders? you did you get out those renders anyway?<!--QuoteEnd--></div><!--QuoteEEnd-->
Put the lights in a Layer then hide said layer. Models go away, light effects stay. Voila!
What Mendasp said. Just put all the lights in one layer and then turn the visuality of that layer off. Once you've created a layer, just select all lights and click the little checkbox next to the hide-icon.
thanks!
I haven't spent long on it, at most an hour. I've just been poking around, adding things, remove things, testing.
1st pic - View of a corridor
2nd pic - wide shot of said corridor entrance and build up of first large area (big open space behind camera atm not lit)
3rd and 4th pic - a "marine" area. Block at bottom of screen is just a placeholder for what will (eventually) be the CC when the models are available.
Initial idea was make it rine start... might just make it a tech point room.
In a "lit" and "unlit" status.
<a href="http://img18.imageshack.us/i/wip1daworm.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/5688/wip1daworm.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img689.imageshack.us/i/wip2daworm.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/9802/wip2daworm.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img25.imageshack.us/i/wip3dawormlit.jpg/" target="_blank"><img src="http://img25.imageshack.us/img25/3443/wip3dawormlit.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img18.imageshack.us/i/wip3dawormnotlit.jpg/" target="_blank"><img src="http://img18.imageshack.us/img18/8366/wip3dawormnotlit.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img266.imageshack.us/i/sparkeditor.jpg/" target="_blank"><img src="http://img266.imageshack.us/img266/280/sparkeditor.th.jpg" border="0" class="linked-image" /></a>
The editor is really easy to use. Will definitely leave people to concentrate on visuals - layout is just so simple to manipulate.
<a href="http://imgur.com/drZoO.jpg" target="_blank"><img src="http://imgur.com/drZoOl.jpg" border="0" class="linked-image" /></a>
<a href="http://img266.imageshack.us/i/sparkeditor.jpg/" target="_blank"><img src="http://img266.imageshack.us/img266/280/sparkeditor.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Poor marine has to live in a room smaller then his foot :(
<a href="http://img266.imageshack.us/i/sparkeditor.jpg/" target="_blank"><img src="http://img266.imageshack.us/img266/280/sparkeditor.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
I thought it was a coffin :o
<a href="http://www.imagedump.com/index.cgi?pick=get&tp=555743" target="_blank">http://www.imagedump.com/index.cgi?pick=get&tp=555743</a>
<a href="http://www.imagedump.com/index.cgi?pick=get&tp=555742" target="_blank">http://www.imagedump.com/index.cgi?pick=get&tp=555742</a>
My thoughts exactly :P
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=108176&pid=1739604&st=0&#entry1739604" target="_blank">http://www.unknownworlds.com/forums/index....p;#entry1739604</a>
Another thing which should be fixed is that if you use the line tool, and then use the right mousebutton to move and releases it. The cursor becomes invisible but you can still move the line tool. Also if you navigate while holding down the right mousebutton, you should be able to hold shift or something to fly twice the speed or something.
Also, some of these screenshots are looking great already. Keep up the great work.
The sub-windows can be dragged out of the main window, so what I was doing was put the properties window and the output window on my second monitor. Or you can just scale the window really wide between the two monitors! :P
*Edit* Armanox: When extruding, try going the opposite direction. If you create a rectangle along the ground plane, extrude downwards to have the rectangle face inwards. Also, if you want to manually flip the faces of something, ctrl + click to multiple select the faces, and then hit ctrl + f and bam! :) Faces now are going the opposite direction.
<img src="http://www.fz.se/bilder/arkiv/y/yumnhsaop3fb4t1vr7q025i98wxlzd6j.jpg" border="0" class="linked-image" />
<img src="http://img101.imageshack.us/img101/9666/ns2genericcorridor.jpg" border="0" class="linked-image" />
Can't wait to insert my 3D dropship prop model into my project map.
<img src="http://img689.imageshack.us/img689/1405/dropship.jpg" border="0" class="linked-image" />
I do miss transparent grate textures though :P
We hide the lights adding them to a layer then hiding the layer.
Going to open up the editor myself in a few secs :D
Edit, I cant post pics ?
We hide the lights adding them to a layer then hiding the layer.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah similar to visgroups and I shall search for this grate texture you speak of :P
Very nice!