The Post Your Screenshots Thread!

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Comments

  • MidoMido Join Date: 2004-04-05 Member: 27742Members
    I'm probably going to do a few more test maps in the upcoming week or two, then forget about all this until the model editor/importer comes in, then ill be driven to really sharpen my 3dsmax/texturing talents to hopefully be up to par with the dev's standards.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    Jesus christ... These look awesome!
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    edited November 2009
    I wonder how many fps you ppl got on maps with a lot of lights...

    If I place more than about 25 lights in a map it starts lagging a bit (about 15-20 fps with 4 windows: perspective, top, side, front and 35-40fps with just the perspective window) and if I place more than 50 lights the fps go down to about 5-10 w/ 4 windows and 15-20 with just the perpective...

    This cannot be because of my hardware, or are you using nv physx for the lightning?

    I got a Q6600 @ 3,2GHz and a HD4850... so no physx for me but still a lot of gfx power, crysis runs fine on very high... but crysis doesnt have so many lights.. just the sun in most places ;p 
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    <!--quoteo(post=1741707:date=Nov 30 2009, 09:52 AM:name=TheLord)--><div class='quotetop'>QUOTE(TheLord @ Nov 30 2009, 09:52 AM) <a href="index.php?act=findpost&pid=1741707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wonder how many fps you ppl got on maps with a lot of lights...

    If I place more than about 25 lights in a map it starts lagging a bit (about 15-20 fps with 4 windows: perspective, top, side, front and 35-40fps with just the perspective window) and if I place more than 50 lights the fps go down to about 5-10 w/ 4 windows and 15-20 with just the perpective...

    This cannot be because of my hardware, or are you using nv physx for the lightning?

    I got a Q6600 @ 3,2GHz and a HD4850... so no physx for me but still a lot of gfx power, crysis runs fine on very high... but crysis doesnt have so many lights.. just the sun in most places ;p <!--QuoteEnd--></div><!--QuoteEEnd-->

    Depends on the view distance of the lights. If you keep it small, not much of an issue
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    performance also increases if you hide the light wireframes using layers (visgroups)
  • ixinixin Join Date: 2009-07-01 Member: 67988Members
    edited November 2009
    Yes, layers fix the lag issue.

    Anyway if anyone wants to see what I made I suggest you download it here: <a href="http://rapidshare.de/files/48764954/test5.level.html" target="_blank">http://rapidshare.de/files/48764954/test5.level.html</a>
    (Protip: Use the FREE button below. Unless you paid for Rapidshare.(de) press the FREE button. You don't have to pay...)
    AND be warned because it's really choppy in Realtime mode.

    I did post some screenshots earlier (outside buildings + corridor) but for you to see some things you can use in your designs.
    like:
    - Lighting
    - Using the Faces correctly
    - Texturing
    - Wutever.

    It's not super big, but it has lots of detail.
  • WavesonicsWavesonics Join Date: 2006-12-02 Member: 58833Members
    As for the shadow issue, since they already have shadow mapping in, I wounder how hard it would be to implement parallel split shadow mapping (helps with shadhows distant to lights)

    <a href="http://www.google.com/m/url?cd=1&ct=res&ei=2wMUS6jOJ4aE7AOMupS_Ag&oi=blended&q=http%3A%2F%2Fwww.cse.cuhk.edu.hk%2F~fzhang%2Fpssm_vrcia&resnum=1&sa=X&usg=AFQjCNElpMtg88PZeBzoYrXWc2HGGx76Ww" target="_blank">http://www.google.com/m/url?cd=1&ct=re...oYrXWc2HGGx76Ww</a>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2009
    <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio-spark/spark-001.jpg" border="0" class="linked-image" />

    <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio-spark/spark-002.jpg" border="0" class="linked-image" />

    <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio-spark/spark-003.jpg" border="0" class="linked-image" />

    <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio-spark/spark-004.jpg" border="0" class="linked-image" />

    <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio-spark/spark-005.jpg" border="0" class="linked-image" />
  • LaZ3RLaZ3R Join Date: 2004-02-09 Member: 26249Members
    Excellent job on that room!
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    First pic seems really familiar to one ns1 map.
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    These rooms look great guys, but how can we tell whether they will lag ingame?

    Can we just place as much junk as we want?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2009
    <!--quoteo(post=1741746:date=Nov 30 2009, 07:51 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE(IeptBarakat @ Nov 30 2009, 07:51 PM) <a href="index.php?act=findpost&pid=1741746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First pic seems really familiar to one ns1 map.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Might be because it kinda is based on one, might not be the one you're thinking of though :P


    I think this room would lag like hell, because of all the combined models in there :P
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    <!--quoteo(post=1741749:date=Nov 30 2009, 05:57 PM:name=Kouji_San)--><div class='quotetop'>QUOTE(Kouji_San @ Nov 30 2009, 05:57 PM) <a href="index.php?act=findpost&pid=1741749"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Might be because it kinda is based on one, might not be the one you're thinking of though :P
    I think this room would lag like hell, because of all the combined models in there :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well in UE3 meshes are alot cheaper to render than BSP, especially when its combined with instancing.

    Take a look at most UE3 games, BSP is mainly there to block out the levels and form gameplay, then the world is populated with static meshes for decoration.
  • WatchMakerWatchMaker Join Date: 2003-09-26 Member: 21233Members, Constellation
    <!--quoteo(post=1741759:date=Nov 30 2009, 03:02 PM:name=Ark)--><div class='quotetop'>QUOTE(Ark @ Nov 30 2009, 03:02 PM) <a href="index.php?act=findpost&pid=1741759"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well in UE3 meshes are alot cheaper to render than BSP, especially when its combined with instancing.

    Take a look at most UE3 games, BSP is mainly there to block out the levels and form gameplay, then the world is populated with static meshes for decoration.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Careful. While it's true UE3 loves the ###### out of static meshes, that doesn't really mean the NS2 engine does. We just don't know, yet.
  • ArkArk Join Date: 2009-08-15 Member: 68489Members
    edited November 2009
    <!--quoteo(post=1741762:date=Nov 30 2009, 07:18 PM:name=ZeroFate)--><div class='quotetop'>QUOTE(ZeroFate @ Nov 30 2009, 07:18 PM) <a href="index.php?act=findpost&pid=1741762"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Careful. While it's true UE3 loves the ###### out of static meshes, that doesn't really mean the NS2 engine does. We just don't know, yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You just need to look at the released screenshots to see the levels are covered in meshes, id be surprised if the engine wasn't designed to handle instancing. Many games are modeled entirely out of meshes (STALKER, Uncharted, RE5) to name a few.

    But as you say, until we get the proper release, it's up in the air.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1741620:date=Nov 30 2009, 03:41 AM:name=Peter T)--><div class='quotetop'>QUOTE(Peter T @ Nov 30 2009, 03:41 AM) <a href="index.php?act=findpost&pid=1741620"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some new sections I've been working on.

    <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-->

    That looks unreal o__o
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    kouji, your map reminds me of a cockpit for some reason, maybe some windows at the front looking out into space?
  • Dauntl3ssDauntl3ss Join Date: 2002-11-08 Member: 7737Members
    Thanks for posting your level ixin, it's really cool to be able to see nice work like this in an editor.

    With the possibility for an atmosphere and maybe a sun, that view from those windows will be awesome. Great work =)
  • DrunkenMonkeyDrunkenMonkey Join Date: 2003-05-09 Member: 16165Members, NS1 Playtester, Contributor, Constellation
    <img src="http://www.j-pop.se/temp/newtest1.jpg" border="0" class="linked-image" />
    <img src="http://www.j-pop.se/temp/newtest2.jpg" border="0" class="linked-image" />
    A new quick room. :)
  • Shoot Me_I ExplodeShoot Me_I Explode Join Date: 2009-04-01 Member: 66985Members
    Thank you ixin for posting your work. I learn so much more from seeing other peoples work in the editor.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1741777:date=Nov 30 2009, 11:17 PM:name=Kalabalana)--><div class='quotetop'>QUOTE(Kalabalana @ Nov 30 2009, 11:17 PM) <a href="index.php?act=findpost&pid=1741777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->kouji, your map reminds me of a cockpit for some reason, maybe some windows at the front looking out into space?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nah its a computer core :P


    DM, that is pretty spiffy for just a quick room.
  • RoyallAssasinRoyallAssasin Join Date: 2007-09-28 Member: 62467Members
    edited November 2009
    STOP PUTTING THE BIG FAN IN EVERY MAP!!!

    other then that some really cool stuff.
  • ScalionScalion Join Date: 2009-01-10 Member: 66036Members
    edited November 2009
    <!--quoteo(post=1741816:date=Dec 1 2009, 01:23 AM:name=RoyallAssasin)--><div class='quotetop'>QUOTE(RoyallAssasin @ Dec 1 2009, 01:23 AM) <a href="index.php?act=findpost&pid=1741816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->STOP PUTTING THE BIG FAN IN EVERY MAP!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
    I wasn't ready to show my scene but, just because you said that i will upload another screen.


    <img src="http://img32.imageshack.us/img32/4459/20091130p.jpg" border="0" class="linked-image" />

    I was trying to find a way to put some kind of hologram in center but, didn't figured out yet how to do it.
    I don't think this kind of scene will be allowed in game (too heavy)
    Btw i hope everyone have the auto resize screen of the forum, because for me the picture automaticly resize the forum format.
  • PlasmaPlasma Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
    I'm too newb to make a decent map, I finished up with the tutorial and that was it :)

    All of these screenshots look fantastic and I'm surprised what's come out from (what I thought appeared to be!) a pretty basic editor.
  • ScalionScalion Join Date: 2009-01-10 Member: 66036Members
    The main reason why i love so much the editor its because everything is in real time !
    Man i worked so many houre on Vray with 3dsmax, pressing F9, change a value, press F9, in the editor you see what you do, the workflow is awesome.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    a hallway shape I was working on:

    <img src="http://img218.imageshack.us/img218/8366/hallway.jpg" border="0" class="linked-image" />
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    edited November 2009
    The Editor is amazingly easy to get a hang of! There are a few quirks that need to be worked out though...

    <img src="http://i46.tinypic.com/2q2pm6f.jpg" border="0" class="linked-image" />
    <img src="http://i48.tinypic.com/2pzlngp.jpg" border="0" class="linked-image" />
    Edit: Added a ladder
    <img src="http://i49.tinypic.com/svq6qh.jpg" border="0" class="linked-image" />


    The lighting is something I really had fun with :3

    Edit: I wish I could have fit more into the screen, but the room is pretty small itself...
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    Scallion - holograms / decals arn't available JUST yet. I think when Max gets decals etc. working ingame you can look at doing that. Don't think he's coded them in so far.
  • MaS4Cr3MaS4Cr3 Join Date: 2007-05-07 Member: 60818Members
    My first room:
    <img src="http://www.naturalselection.es/img/upload/foro/src/test1.JPG" border="0" class="linked-image" />

    :)
  • BulletcatcherBulletcatcher Join Date: 2005-01-08 Member: 33823Members
    Nice. I will be working on something simple soon.
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