<!--quoteo(post=1743275:date=Dec 10 2009, 05:02 AM:name=DarkMantiZ)--><div class='quotetop'>QUOTE (DarkMantiZ @ Dec 10 2009, 05:02 AM) <a href="index.php?act=findpost&pid=1743275"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having alot of fun with Spark, in spite of all randomness. Played around a few hours this morning and came up with this:
<!--quoteo(post=1743475:date=Dec 11 2009, 03:07 PM:name=Leviathan)--><div class='quotetop'>QUOTE (Leviathan @ Dec 11 2009, 03:07 PM) <a href="index.php?act=findpost&pid=1743475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->sort of a space cathedral<!--QuoteEnd--></div><!--QuoteEEnd-->
Damn, I'm making a cathedral right now, but it doesn't look nearly as good as that.
sort of a space cathedral<!--QuoteEnd--></div><!--QuoteEEnd-->
Seriously that's amazing. I would like to see a little more intensity in the white lights though. Also I think tiny lights on the sides on the bottom could be vital for marines as skulks already have a so to speak perfect base of attack from the top. Would love to see you expand this with more rooms that make sense together :)
No, seriously, best thing I've used in my life. If the game is at least half as good as this, I'll probably spend the rest of my life in constant drooling state.<!--QuoteEnd--></div><!--QuoteEEnd--> Those last two... hardly crappy.
Ok here is my current crappy attempt at starting off my map. So far ive only got 3 areas, none of which are marine start or hives yet. im keeping the lighting fairly dark as i want it to be a dark scary type of map. <b> First i have the double res area, Every NS or NS2 map should have a double res area hehe. </b>
<b>Second i have what i want to be an obseratory, the thing on the left is a "window" prop. Im waiting on some proper good looking window props, Also working on trying to make stars / planets using lights unless they bring these props / textures in. </b> <img src="http://img3.imageshack.us/img3/7953/obs1.jpg" border="0" class="linked-image" />
<b>third i have a random res room. you have to go up a series of stairs to get to this res room but i didnt show the stairs as the surrounding walls have not been added yet.</b>
Really great outdoorsy environment there Draco, I didn't think it was quite possible to make it look good! Seems like a train interjunction where they can go to the hangar in the back to me though, I guess that is unintentional?
I think doing outdoors will get a lot easier once we get proper skybox and skybox props in our hands. And, of course, assuming we can have lights cover that much distance without crippling performance.
<!--quoteo(post=1743551:date=Dec 12 2009, 02:02 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Dec 12 2009, 02:02 PM) <a href="index.php?act=findpost&pid=1743551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess that is unintentional?<!--QuoteEnd--></div><!--QuoteEEnd--> Not at all. Making the maps seem to make sense in the real world is one of the harder parts of the job, I'm only just approaching that yet.
Actually i'm interested, and what i'll probably try to sculpt when i finally order, is the idea of *pre-set maps* is like an outpost slaughter-fest. Maybe even a few rip-off Starship Troopers maps. Music and everything...Will those types of options actually be in the editor at one point?
<!--quoteo(post=1743547:date=Dec 12 2009, 01:50 AM:name=rammaj)--><div class='quotetop'>QUOTE (rammaj @ Dec 12 2009, 01:50 AM) <a href="index.php?act=findpost&pid=1743547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->yeah those look really nice, im imagining it will look even better with glass and skybox. good work! any comments on the one i did guys? ( page 35 )<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey rammaj, it's hard to tell whats going on in yours quite yet. Interesting use of the prop, when they release liquids, you could put some cool green slime or molten metal in the tubs and make it glow! It's good to see unique use of the props :)
I finally got the editor working, I think it's fantastic. The more I use it the greater it gets. I love the extrude option and the in editor lighting. Does this mean there's no compiling process? Is there a limit of lights per level? Here's my work of a arched hallway in progress, not much in props and detail yet. Please post suggestions or criticism. <a href="http://img152.imageshack.us/i/ns2014.jpg/" target="_blank"><img src="http://img152.imageshack.us/img152/7447/ns2014.th.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1743601:date=Dec 12 2009, 02:38 PM:name=sloppy_joe)--><div class='quotetop'>QUOTE (sloppy_joe @ Dec 12 2009, 02:38 PM) <a href="index.php?act=findpost&pid=1743601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I finally got the editor working, I think it's fantastic. The more I use it the greater it gets. I love the extrude option and the in editor lighting. Does this mean there's no compiling process? Is there a limit of lights per level? Here's my work of a arched hallway in progress, not much in props and detail yet. Please post suggestions or criticism. *IMAGE*<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice work! It must have taken forever to get that hallway like that... Also why does it look messed up on the left side?
I figured I would show you guys some of my work. This time I'm trying something completely different. It's still in it's WIP stage, but I just wanted to post something for some feedback, and possibly some ideas.
I was thinking about having a giant fan up top and shine some light down. I was also thinking about putting pipes along side the walkway kind of like it was in Half Life 1 right before the gargantua.
<!--quoteo(post=1743463:date=Dec 11 2009, 07:15 PM:name=shaq_mobile)--><div class='quotetop'>QUOTE (shaq_mobile @ Dec 11 2009, 07:15 PM) <a href="index.php?act=findpost&pid=1743463"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->loooks good for a few hours of work!
good lighting, dark enough to be spooky and add some alien advantage, light enough to not require flashlight. keep up the good work!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you! I am pondering a few things though. First of all, the color of the light from the fan - don't like. It looks like I meant it to come from the outside which is not the case. Perhaps using a more bright blue would be better? In addition, my whole intent with the red, ground level lighting where to separate the two levels into "marine friendly" and "RUN!" type of areas.
Having the red light means you get to see the contours of entities, while never really seeing their faces. I've read that being exposed to this actually feels alot more threatening than seeing the face of an enemy, so I'm toying around with this concept. However, it does get really dark and I'm thinking that pools of white light might be needed every X inches.
My main problem though, is that I am slightly color blind, making this an interesting challenge to say the least. So, any comments about lighting is greatly appreaciated and that's what I got. Thank you very much <3
Really do like this theme. Not so fond of the tight corridor, but the theme with the very bright walls gives it a very high-tech-in-low-tech feel, to me. Aside from the obvious Resident Evil vibe <;
I've been looking around for a while for that "light texture" as well as those railings, as I didn't recognize them. I still haven't found them! Am I just blind or.. yeah? =/
There is also a certain light fixture I keep seeing in other pictures. It's a rectangular, simple, fullbright white light/lamp that I cannot seem to be able to find. It is often made very large and does not seem to have anything else but it's light "bulb" so to speak. It's making me crazy seeing people use things I haven't even seen, in spite of having spent hours in the editor ^^
Being a fan of red vs white lighting themes, these chapel/church/cathedral images makes me very excited! Looking forward to you doing more with this. The architecture is brilliantly accented with the deep, red tone. Contouring the main pathway while keeping the walls somewhat hidden. It makes the room feel threatening, yet still comfortable. Hard to describe, but that is how I imagine a "holy place" should feel. Intimidating, of sorts.
"Light texture" would be the right word: I used generic_light_04 for the walls there - refinery_elevator1_platform for the railings and floor - maybe it's that prop you were looking for, just with a very bright light near it?
<!--quoteo(post=1743642:date=Dec 13 2009, 10:08 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 13 2009, 10:08 AM) <a href="index.php?act=findpost&pid=1743642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Light texture" would be the right word: I used generic_light_04 for the walls there - refinery_elevator1_platform for the railings and floor - maybe it's that prop you were looking for, just with a very bright light near it?
Oh, silly me ^^ I spent the entire time looking for a texture and overlooked that light model. Explains a few things. There goes my wishes for a "brush"-based light. Thanks anyway <3
Regarding the elevator platform, I saw it but didn't really react on the principle that it just might be the entire model, as opposed to you using a plane-ish floor with separated railings. Again, I feel stupid =X
Clever use on the models, great work and thanks again (:
Alot of impressive screen in this thread indeed. Here's my contribution, let's hope they don't look too ugly :p
<img src="http://img37.imageshack.us/img37/1742/bhallw1.jpg" border="0" class="linked-image" /> Thought about having the yellow ceiling illuminated, but no good way to accomplish that yet with the editor AFAIK. Placed some high intenisty lights there to show what I mean, although the look ain't exactly what I wanted. <img src="http://img269.imageshack.us/img269/8334/bhallw2.jpg" border="0" class="linked-image" />
Some standard tight corridor (the first I made): <img src="http://img37.imageshack.us/img37/5761/hallway2.jpg" border="0" class="linked-image" />
and the other end of the same corridor, in two versions: <img src="http://img31.imageshack.us/img31/39/node1.jpg" border="0" class="linked-image" /> <img src="http://img269.imageshack.us/img269/6590/node2.jpg" border="0" class="linked-image" />
<!--quoteo(post=1743646:date=Dec 13 2009, 12:42 PM:name=DarkMantiZ)--><div class='quotetop'>QUOTE (DarkMantiZ @ Dec 13 2009, 12:42 PM) <a href="index.php?act=findpost&pid=1743646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Clever use on the models, great work and thanks again (:<!--QuoteEnd--></div><!--QuoteEEnd--> No worries, it's not uncommon to be lost jumping in blind.
Actually all of that level consists solely of random props, no polys at all: I wanted to see if that's possible to accomplish.
<!--quoteo(post=1743655:date=Dec 13 2009, 12:24 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 13 2009, 12:24 PM) <a href="index.php?act=findpost&pid=1743655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No worries, it's not uncommon to be lost jumping in blind.
Actually all of that level consists solely of random props, no polys at all: I wanted to see if that's possible to accomplish.<!--QuoteEnd--></div><!--QuoteEEnd-->
I see. I used to try the same thing in the UnrealED, but quickly gave up on it due to always having to "box up" with polys to prevent hom and leaks. I'm a big fan of brushwork and will always be partial to Worldcraft/Hammer and BSP. I decided that it was actually easier to build the foundation with brushes and detail with models. Nice to see other people experimenting more, exactly what is needed. Keep up the good work (:
<b>Braw</b>:
Very nice! I do like how you keep things assymetrical and break up the repetition. Makes it interesting to look at. I prefer the lighting of the first picture more than the second. The first picture let's me look at the corridor as a whole. The second picture almost forces my eyes to be drawn to the bright yellow spots in the roof, which in turn (to me) makes the corridor seem smaller. Almost as if I should duck a bit. I also feel it strains my eyes a bit, if that makes sense?
The 5th picture appeals more to me than the 4th. The reason (I think) is that in the fifth the lighting and theme seems more uniform and more "space station corridor"-y, as opposed to the fourth picture that I relate to a hospital due to the "frosted glass"-look of what I guess are scaled light props? Although, having breakable glass looking like that would be interesting if you decided to add a room behind it, maybe even go for that "hospital"-isch theme?
<!--quoteo(post=1743669:date=Dec 13 2009, 03:43 PM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Dec 13 2009, 03:43 PM) <a href="index.php?act=findpost&pid=1743669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any way to make the shadows show up further? They don't appear under the walkway unless I get closer.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can increase the distance the light shines. Not sure what kind of load this would cause on your computer if you do it too much, but for such a small room it should work.
<!--quoteo(post=1743671:date=Dec 13 2009, 09:04 AM:name=DarkMantiZ)--><div class='quotetop'>QUOTE (DarkMantiZ @ Dec 13 2009, 09:04 AM) <a href="index.php?act=findpost&pid=1743671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can increase the distance the light shines. Not sure what kind of load this would cause on your computer if you do it too much, but for such a small room it should work.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually he is talking about a bug with the lighting right now. It will be fixed :)
Comments
<img src="http://img513.imageshack.us/img513/8880/ns2testmap2.jpg" border="0" class="linked-image" />
Not as epic as most of the work here, but I'm still learning. (:<!--QuoteEnd--></div><!--QuoteEEnd-->
loooks good for a few hours of work!
good lighting, dark enough to be spooky and add some alien advantage, light enough to not require flashlight. keep up the good work!
<img src="http://i49.tinypic.com/2dwhxfp.jpg" border="0" class="linked-image" />
sort of a space cathedral
those busy ceilings Leviathan are going to make it great for sneak skulks :)
Damn, I'm making a cathedral right now, but it doesn't look nearly as good as that.
IMAGE
sort of a space cathedral<!--QuoteEnd--></div><!--QuoteEEnd-->
Seriously that's amazing. I would like to see a little more intensity in the white lights though. Also I think tiny lights on the sides on the bottom could be vital for marines as skulks already have a so to speak perfect base of attack from the top. Would love to see you expand this with more rooms that make sense together :)
Edit: sentence
a little thing i was working on, still lots of stuff to be done i know, just wanted to show u guys and hear what u think.
its a smelter room
<img src="http://img31.imageshack.us/img31/2740/dawormwip01.jpg" border="0" class="linked-image" />
<img src="http://img31.imageshack.us/img31/2591/dawormwip02.jpg" border="0" class="linked-image" />
Keeping it simplistic at this stage...
<snip>
<img src="http://img138.imageshack.us/img138/827/59857445.jpg" border="0" class="linked-image" />
<img src="http://img138.imageshack.us/img138/5513/14477400.jpg" border="0" class="linked-image" />
Crappy screenshots, awesome editor, etc.
No, seriously, best thing I've used in my life. If the game is at least half as good as this, I'll probably spend the rest of my life in constant drooling state.<!--QuoteEnd--></div><!--QuoteEEnd-->
Those last two... hardly crappy.
Awesome IMO.
good work!
any comments on the one i did guys? ( page 35 )
<b>
First i have the double res area, Every NS or NS2 map should have a double res area hehe. </b>
<img src="http://img26.imageshack.us/img26/8673/doubleres1.jpg" border="0" class="linked-image" />
<img src="http://img710.imageshack.us/img710/4278/doubleres2.jpg" border="0" class="linked-image" />
<b>Second i have what i want to be an obseratory, the thing on the left is a "window" prop. Im waiting on some proper good looking window props, Also working on trying to make stars / planets using lights unless they bring these props / textures in.
</b>
<img src="http://img3.imageshack.us/img3/7953/obs1.jpg" border="0" class="linked-image" />
<b>third i have a random res room. you have to go up a series of stairs to get to this res room but i didnt show the stairs as the surrounding walls have not been added yet.</b>
<img src="http://img51.imageshack.us/img51/3107/resr1.jpg" border="0" class="linked-image" />
I know its pretty crap so far but hopefully we all improve at using this editor by the time the game comes out.
Seems like a train interjunction where they can go to the hangar in the back to me though, I guess that is unintentional?
I think doing outdoors will get a lot easier once we get proper skybox and skybox props in our hands. And, of course, assuming we can have lights cover that much distance without crippling performance.
<!--quoteo(post=1743551:date=Dec 12 2009, 02:02 PM:name=Triggerman)--><div class='quotetop'>QUOTE (Triggerman @ Dec 12 2009, 02:02 PM) <a href="index.php?act=findpost&pid=1743551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I guess that is unintentional?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not at all. Making the maps seem to make sense in the real world is one of the harder parts of the job, I'm only just approaching that yet.
good work!
any comments on the one i did guys? ( page 35 )<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey rammaj, it's hard to tell whats going on in yours quite yet. Interesting use of the prop, when they release liquids, you could put some cool green slime or molten metal in the tubs and make it glow! It's good to see unique use of the props :)
<a href="http://img152.imageshack.us/i/ns2014.jpg/" target="_blank"><img src="http://img152.imageshack.us/img152/7447/ns2014.th.jpg" border="0" class="linked-image" /></a>
*IMAGE*<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice work! It must have taken forever to get that hallway like that... Also why does it look messed up on the left side?
I figured I would show you guys some of my work. This time I'm trying something completely different.
It's still in it's WIP stage, but I just wanted to post something for some feedback, and possibly some ideas.
<a href="http://img695.imageshack.us/i/ns233.jpg/" target="_blank"><img src="http://img695.imageshack.us/img695/9775/ns233.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img109.imageshack.us/i/ns232.jpg/" target="_blank"><img src="http://img109.imageshack.us/img109/7773/ns232.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img685.imageshack.us/i/ns231.jpg/" target="_blank"><img src="http://img685.imageshack.us/img685/7411/ns231.th.jpg" border="0" class="linked-image" /></a>
I was thinking about having a giant fan up top and shine some light down. I was also thinking about putting pipes along side the walkway kind of like it was in Half Life 1 right before the gargantua.
good lighting, dark enough to be spooky and add some alien advantage, light enough to not require flashlight. keep up the good work!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank you!
I am pondering a few things though. First of all, the color of the light from the fan - don't like. It looks like I meant it to come from the outside which is not the case. Perhaps using a more bright blue would be better? In addition, my whole intent with the red, ground level lighting where to separate the two levels into "marine friendly" and "RUN!" type of areas.
Having the red light means you get to see the contours of entities, while never really seeing their faces. I've read that being exposed to this actually feels alot more threatening than seeing the face of an enemy, so I'm toying around with this concept. However, it does get really dark and I'm thinking that pools of white light might be needed every X inches.
My main problem though, is that I am slightly color blind, making this an interesting challenge to say the least. So, any comments about lighting is greatly appreaciated and that's what I got. Thank you very much <3
Really do like this theme. Not so fond of the tight corridor, but the theme with the very bright walls gives it a very high-tech-in-low-tech feel, to me. Aside from the obvious Resident Evil vibe <;
I've been looking around for a while for that "light texture" as well as those railings, as I didn't recognize them. I still haven't found them! Am I just blind or.. yeah? =/
There is also a certain light fixture I keep seeing in other pictures. It's a rectangular, simple, fullbright white light/lamp that I cannot seem to be able to find. It is often made very large and does not seem to have anything else but it's light "bulb" so to speak. It's making me crazy seeing people use things I haven't even seen, in spite of having spent hours in the editor ^^
Any help would be appreciated!
<!--quoteo(post=1743475:date=Dec 11 2009, 09:07 PM:name=Leviathan)--><div class='quotetop'>QUOTE (Leviathan @ Dec 11 2009, 09:07 PM) <a href="index.php?act=findpost&pid=1743475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i49.tinypic.com/2dwhxfp.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Being a fan of red vs white lighting themes, these chapel/church/cathedral images makes me very excited! Looking forward to you doing more with this. The architecture is brilliantly accented with the deep, red tone. Contouring the main pathway while keeping the walls somewhat hidden.
It makes the room feel threatening, yet still comfortable. Hard to describe, but that is how I imagine a "holy place" should feel. Intimidating, of sorts.
Oh and, thanks.
Oh and, thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, silly me ^^
I spent the entire time looking for a texture and overlooked that light model. Explains a few things. There goes my wishes for a "brush"-based light. Thanks anyway <3
Regarding the elevator platform, I saw it but didn't really react on the principle that it just might be the entire model, as opposed to you using a plane-ish floor with separated railings. Again, I feel stupid =X
Clever use on the models, great work and thanks again (:
<img src="http://img37.imageshack.us/img37/1742/bhallw1.jpg" border="0" class="linked-image" />
Thought about having the yellow ceiling illuminated, but no good way to accomplish that yet with the editor AFAIK. Placed some high intenisty lights there to show what I mean, although the look ain't exactly what I wanted.
<img src="http://img269.imageshack.us/img269/8334/bhallw2.jpg" border="0" class="linked-image" />
Some standard tight corridor (the first I made):
<img src="http://img37.imageshack.us/img37/5761/hallway2.jpg" border="0" class="linked-image" />
and the other end of the same corridor, in two versions:
<img src="http://img31.imageshack.us/img31/39/node1.jpg" border="0" class="linked-image" />
<img src="http://img269.imageshack.us/img269/6590/node2.jpg" border="0" class="linked-image" />
No worries, it's not uncommon to be lost jumping in blind.
Actually all of that level consists solely of random props, no polys at all: I wanted to see if that's possible to accomplish.
<a href="http://i.imagehost.org/0648/kekez.jpg" target="_blank"><img src="http://i.imagehost.org/0576/kekez_s.jpg" border="0" class="linked-image" /></a>
Actually all of that level consists solely of random props, no polys at all: I wanted to see if that's possible to accomplish.<!--QuoteEnd--></div><!--QuoteEEnd-->
I see. I used to try the same thing in the UnrealED, but quickly gave up on it due to always having to "box up" with polys to prevent hom and leaks. I'm a big fan of brushwork and will always be partial to Worldcraft/Hammer and BSP. I decided that it was actually easier to build the foundation with brushes and detail with models. Nice to see other people experimenting more, exactly what is needed. Keep up the good work (:
<b>Braw</b>:
Very nice! I do like how you keep things assymetrical and break up the repetition. Makes it interesting to look at.
I prefer the lighting of the first picture more than the second. The first picture let's me look at the corridor as a whole. The second picture almost forces my eyes to be drawn to the bright yellow spots in the roof, which in turn (to me) makes the corridor seem smaller. Almost as if I should duck a bit. I also feel it strains my eyes a bit, if that makes sense?
The 5th picture appeals more to me than the 4th. The reason (I think) is that in the fifth the lighting and theme seems more uniform and more "space station corridor"-y, as opposed to the fourth picture that I relate to a hospital due to the "frosted glass"-look of what I guess are scaled light props?
Although, having breakable glass looking like that would be interesting if you decided to add a room behind it, maybe even go for that "hospital"-isch theme?
<img src="http://img51.imageshack.us/img51/3730/catwalks002.jpg" border="0" class="linked-image" />
Is there any way to make the shadows show up further? They don't appear under the walkway unless I get closer.
You can increase the distance the light shines. Not sure what kind of load this would cause on your computer if you do it too much, but for such a small room it should work.
Actually he is talking about a bug with the lighting right now. It will be fixed :)