Trying to decorate my door and make it look like it should have function with the power box. <img src="http://imgur.com/Qavhd.jpg" border="0" class="linked-image" />
Added a super large fan with of course a spot light behind it again. <img src="http://imgur.com/feq37.jpg" border="0" class="linked-image" />
I took the grate panel prop, resized it a bunch of times, and put it all along the wall fitting into the gaps of the other wall props. <img src="http://imgur.com/C8jaR.jpg" border="0" class="linked-image" />
Yup, I'll eventually be getting an elevator in probably the next room. Was just seeing how it works. I need to adapt to getting more vertical space in my levels. <img src="http://imgur.com/Jde4w.jpg" border="0" class="linked-image" />
PLEASE GUYS RESIZE YOUR PICTURES BEFORE POSTING THEM, THINK ABOUT THE GUYS WITH SMALL MONITORS AND SLOW INTERNET. u can have them at 800X600 or a little bigger.
<!--quoteo(post=1741521:date=Nov 29 2009, 07:18 PM:name=Crispix)--><div class='quotetop'>QUOTE(Crispix @ Nov 29 2009, 07:18 PM) <a href="index.php?act=findpost&pid=1741521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pictures are fine for me on my widescreen Italian. And I'm on a 22 inch.<!--QuoteEnd--></div><!--QuoteEEnd-->
same here np.. but yeah they should consider others. i know i have upload big once. didnt think about at the time.
<a href="http://img522.imageshack.us/img522/7002/55764975.jpg" target="_blank"><img src="http://img522.imageshack.us/img522/7002/55764975.th.jpg" border="0" class="linked-image" /></a> I think im done with the editor... I mean there not much to do, we don't know fast player run, and stuff like that, and there no interaction in the editor like a elevator or door (fonctionnal).
Can't wait for the next patch to start making a level instead of make something look cool ;) Edit below Oh and btw, i have trouble with shadow, if i put light far away, the shadow start to be realy ugly (loosing resolution/bias what ever). <img src="http://img32.imageshack.us/img32/7989/20091129u.jpg" border="0" class="linked-image" />
Started by making a cylinder, then decided it could be some sort of small craft service hangar. I think I'm onto something, but it's not there yet. <a href="http://ultraxs.com/share-5BBD_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-5BBD_4B1303E6.jpg" border="0" class="linked-image" /></a> <a href="http://ultraxs.com/share-864C_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-864C_4B1303E6.jpg" border="0" class="linked-image" /></a> <a href="http://ultraxs.com/share-5CA8_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-5CA8_4B1303E6.jpg" border="0" class="linked-image" /></a> <a href="http://ultraxs.com/share-3C79_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-3C79_4B1303E6.jpg" border="0" class="linked-image" /></a>
I try to contribute something a day to this thread. Inspired by uffo's ventilation shaft, I added to the previous scene test and made a side room with vent only access in it. Only a small addition and pretty rubbishy, but that's about it for that scene now; new one in the week.
<!--quoteo(post=1741594:date=Nov 30 2009, 11:53 AM:name=Thaldarin)--><div class='quotetop'>QUOTE(Thaldarin @ Nov 30 2009, 11:53 AM) <a href="index.php?act=findpost&pid=1741594"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I try to contribute something a day to this thread. Inspired by uffo's ventilation shaft, I added to the previous scene test and made a side room with vent only access in it. Only a small addition and pretty rubbishy, but that's about it for that scene now; new one in the week.
Wow, all this is inspiring me to give the editor a go. I had a brief play around with it and haven't touched it since. Many of the maps here won't work in game but they look very nice. I'll see if I can try and make up some decent scenes and post them here. I'm one of those, made 1 map (not really picked up by servers) and made around 10 incomplete maps.
This is an image I like. If it was a closed corridor or a door on the right instead of the open node area you could add some flashy light effects. It's a style to hold on to.
<!--quoteo(post=1741620:date=Nov 29 2009, 10:41 PM:name=Peter T)--><div class='quotetop'>QUOTE(Peter T @ Nov 29 2009, 10:41 PM) <a href="index.php?act=findpost&pid=1741620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some new sections I've been working on.
I'm not sure, maybe I skipped a page, but has anyone tried to make some kind of hive room? I've been following this thread and I've seen a lot of marine-esque hallways, but I have yet to see something that the aliens would call their hive room in a level, other than those very impressive cave-like rooms a few pages back. But they still have lighting that is more suited to the marine team.... I'm not sure if that makes any sense.
Anyways, this is turning out fantastic so far. Here's hoping for a holiday alpha release of a playable version!
The_Real_QuasarHas the I.Q. of 12,000 P.E. TeachersJoin Date: 2002-11-26Member: 9998Members
edited November 2009
The problem with making Kharaa areas is that we don't know how the dynamic infestation is going to work. There are so many unanswered questions about NS2 mapping at the moment.
Plus, the tools just lend themselves so well to gritty sci-fi. I'd be too scared to do anything else.
PS: Peter, your screenshots just made my pants a little wet. Would love to see these worked into a full map.
<!--quoteo(post=1741635:date=Nov 30 2009, 01:28 AM:name=Xerophinity)--><div class='quotetop'>QUOTE(Xerophinity @ Nov 30 2009, 01:28 AM) <a href="index.php?act=findpost&pid=1741635"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure, maybe I skipped a page, but has anyone tried to make some kind of hive room? I've been following this thread and I've seen a lot of marine-esque hallways, but I have yet to see something that the aliens would call their hive room in a level, other than those very impressive cave-like rooms a few pages back. But they still have lighting that is more suited to the marine team.... I'm not sure if that makes any sense.
Anyways, this is turning out fantastic so far. Here's hoping for a holiday alpha release of a playable version!<!--QuoteEnd--></div><!--QuoteEEnd-->
The thing is, there aren't pre-determined hive points on maps. In NS2 there are locations called Tech Points, which both sides can use to establish a "base" or a hive. Dynamic Infestation is what is missing right now in terms of the whole scope of gameplay.
I really think though that most people still don't understand how the power grid system works. I highly recommend people should try out Company of Heroes to get a grasp on how their territory system works. Even Charlie got the idea from CoH for the power grid system.
<!--quoteo(post=1739367:date=Nov 24 2009, 07:00 AM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Nov 24 2009, 07:00 AM) <a href="index.php?act=findpost&pid=1739367"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, some us have been playing with advantage so I'm posting some of the stuff I've been doing while testing the editor:
How did you get the spotlight to create visible be? I thought it would be the "atmospheric" setting but it doesn't seem to work for me... O are you NS1-Mappers playing around with a different version of Spark?
Yeah I recall them saying that the visible beam thingy was taken out pre-launch because it was known to be buggy. Should be publicly available soon though :D
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1741675:date=Nov 30 2009, 10:18 AM:name=Lord Schnitzel)--><div class='quotetop'>QUOTE(Lord Schnitzel @ Nov 30 2009, 10:18 AM) <a href="index.php?act=findpost&pid=1741675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did you get the spotlight to create visible be? I thought it would be the "atmospheric" setting but it doesn't seem to work for me... O are you NS1-Mappers playing around with a different version of Spark?<!--QuoteEnd--></div><!--QuoteEEnd-->
That effect was in an earlier, non-public build but has been taken out because it needs tweaking and optimisation. The "atmospheric" flag is the setting that controls it.
Comments
<img src="http://img18.imageshack.us/img18/118/elevator003j.jpg" border="0" class="linked-image" />
First try actually making something. :0<!--QuoteEnd--></div><!--QuoteEEnd-->
omg man can u help me?????? im trying to make boxes shadows like u but i cant.... can u post a printscreen with with ur lights and spots?
<img src="http://i36.photobucket.com/albums/e45/Mimmitar/Resroom1.jpg" border="0" class="linked-image" />
<img src="http://i36.photobucket.com/albums/e45/Mimmitar/Resroom2.jpg" border="0" class="linked-image" />
Keeping it small to start with.
<img src="http://imgur.com/Qavhd.jpg" border="0" class="linked-image" />
Added a super large fan with of course a spot light behind it again.
<img src="http://imgur.com/feq37.jpg" border="0" class="linked-image" />
I took the grate panel prop, resized it a bunch of times, and put it all along the wall fitting into the gaps of the other wall props.
<img src="http://imgur.com/C8jaR.jpg" border="0" class="linked-image" />
Yup, I'll eventually be getting an elevator in probably the next room. Was just seeing how it works. I need to adapt to getting more vertical space in my levels.
<img src="http://imgur.com/Jde4w.jpg" border="0" class="linked-image" />
Commander's worst nightmare?
<img src="http://imgur.com/RAiIO.jpg" border="0" class="linked-image" />
u can have them at 800X600 or a little bigger.
same here np.. but yeah they should consider others. i know i have upload big once. didnt think about at the time.
I think im done with the editor...
I mean there not much to do, we don't know fast player run, and stuff like that, and there no interaction in the editor like a elevator or door (fonctionnal).
Can't wait for the next patch to start making a level instead of make something look cool ;)
Edit below
Oh and btw, i have trouble with shadow, if i put light far away, the shadow start to be realy ugly (loosing resolution/bias what ever).
<img src="http://img32.imageshack.us/img32/7989/20091129u.jpg" border="0" class="linked-image" />
<a href="http://imgur.com/TrnNf.jpg" target="_blank"><img src="http://imgur.com/TrnNfl.jpg" border="0" class="linked-image" /></a>
<a href="http://imgur.com/6nRQm.jpg" target="_blank"><img src="http://imgur.com/6nRQml.jpg" border="0" class="linked-image" /></a>
Me still messing around. :P
First attempt at this spark thing.
C&C welcome :)
I think I'm onto something, but it's not there yet.
<a href="http://ultraxs.com/share-5BBD_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-5BBD_4B1303E6.jpg" border="0" class="linked-image" /></a>
<a href="http://ultraxs.com/share-864C_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-864C_4B1303E6.jpg" border="0" class="linked-image" /></a>
<a href="http://ultraxs.com/share-5CA8_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-5CA8_4B1303E6.jpg" border="0" class="linked-image" /></a>
<a href="http://ultraxs.com/share-3C79_4B1303E6.html" target="_blank"><img src="http://ultraxs.com/thumb-3C79_4B1303E6.jpg" border="0" class="linked-image" /></a>
<img src="http://img69.imageshack.us/img69/6668/thaldarinhallway01sider.jpg" border="0" class="linked-image" />
<img src="http://img69.imageshack.us/img69/6668/thaldarinhallway01sider.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
You've definately nailed the lighting in this shot!
<img src="http://img689.imageshack.us/img689/348/shootmeroom1.jpg" border="0" class="linked-image" />
<img src="http://img17.imageshack.us/img17/7792/shootmeroom2.jpg" border="0" class="linked-image" />
Here is one of my lame arse hallways, but honestly it doesn't look bad in the editor.
<a href="http://img692.imageshack.us/i/sparkhallway.png/" target="_blank"><img src="http://img692.imageshack.us/img692/6217/sparkhallway.th.png" border="0" class="linked-image" /></a>
<a href="http://img694.imageshack.us/i/hallway1.jpg/" target="_blank"><img src="http://img694.imageshack.us/img694/4755/hallway1.jpg" border="0" class="linked-image" /></a>
<a href="http://img121.imageshack.us/i/hallway4.jpg/" target="_blank"><img src="http://img121.imageshack.us/img121/6937/hallway4.jpg" border="0" class="linked-image" /></a>
<a href="http://img403.imageshack.us/i/hallway3.jpg/" target="_blank"><img src="http://img403.imageshack.us/img403/9412/hallway3.jpg" border="0" class="linked-image" /></a>
<a href="http://img689.imageshack.us/i/hallway2b.jpg/" target="_blank"><img src="http://img689.imageshack.us/img689/2536/hallway2b.jpg" border="0" class="linked-image" /></a>
This is an image I like. If it was a closed corridor or a door on the right instead of the open node area you could add some flashy light effects. It's a style to hold on to.
<a href="http://img4.imageshack.us/my.php?image=pthallway21.jpg" target="_blank"><img src="http://img4.imageshack.us/img4/5763/pthallway21.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img16.imageshack.us/my.php?image=pthallway22.jpg" target="_blank"><img src="http://img16.imageshack.us/img16/4426/pthallway22.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img4.imageshack.us/my.php?image=pthallway23.jpg" target="_blank"><img src="http://img4.imageshack.us/img4/8765/pthallway23.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img4.imageshack.us/my.php?image=pthallway24.jpg" target="_blank"><img src="http://img4.imageshack.us/img4/7814/pthallway24.th.jpg" border="0" class="linked-image" /></a>
Peter
<a href="http://img4.imageshack.us/my.php?image=pthallway21.jpg" target="_blank"><img src="http://img4.imageshack.us/img4/5763/pthallway21.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img16.imageshack.us/my.php?image=pthallway22.jpg" target="_blank"><img src="http://img16.imageshack.us/img16/4426/pthallway22.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img4.imageshack.us/my.php?image=pthallway23.jpg" target="_blank"><img src="http://img4.imageshack.us/img4/8765/pthallway23.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img4.imageshack.us/my.php?image=pthallway24.jpg" target="_blank"><img src="http://img4.imageshack.us/img4/7814/pthallway24.th.jpg" border="0" class="linked-image" /></a>
Peter<!--QuoteEnd--></div><!--QuoteEEnd-->
You've got some tremendous work right there.
Anyways, this is turning out fantastic so far. Here's hoping for a holiday alpha release of a playable version!
Plus, the tools just lend themselves so well to gritty sci-fi. I'd be too scared to do anything else.
PS: Peter, your screenshots just made my pants a little wet. Would love to see these worked into a full map.
Anyways, this is turning out fantastic so far. Here's hoping for a holiday alpha release of a playable version!<!--QuoteEnd--></div><!--QuoteEEnd-->
The thing is, there aren't pre-determined hive points on maps. In NS2 there are locations called Tech Points, which both sides can use to establish a "base" or a hive. Dynamic Infestation is what is missing right now in terms of the whole scope of gameplay.
I really think though that most people still don't understand how the power grid system works. I highly recommend people should try out Company of Heroes to get a grasp on how their territory system works. Even Charlie got the idea from CoH for the power grid system.
it is the community that makes NS2 unique and awesome
<a href="http://img44.imageshack.us/i/mendasproom2.jpg/" target="_blank"><img src="http://img44.imageshack.us/img44/2492/mendasproom2.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
How did you get the spotlight to create visible be? I thought it would be the "atmospheric" setting but it doesn't seem to work for me...
O are you NS1-Mappers playing around with a different version of Spark?
O are you NS1-Mappers playing around with a different version of Spark?<!--QuoteEnd--></div><!--QuoteEEnd-->
That effect was in an earlier, non-public build but has been taken out because it needs tweaking and optimisation. The "atmospheric" flag is the setting that controls it.