Just pre-ordered NS2 etc. Long fan of NS1 and all of its glory. Was just looking for tips about geo, how much sym I should, or should not have. How many props I should use. If most lights should have shadows on / off. If my use of lights is appealing. Too dim, too bright, not enough distance. Etc. I spent some time texturing the room. Ceiling is a placeholder texture until I figure out which to choose.
The "vent" where the ladder is, is supposed to be a crawl space connected to the side of a rock tunnel. The "broken vent" in the ceiling will be connected to a "vent" system that runs along top of said "rock tunnel" occasionally having openings for Skulks and the like to drop down. Seeing as there won't be much cover in my "rock tunnel" other that being under the cat walk, and inside the "ceiling vent".
<!--quoteo(post=1745111:date=Dec 29 2009, 08:44 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 29 2009, 08:44 PM) <a href="index.php?act=findpost&pid=1745111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dunno much about PNG, as to me TIFs and TGAs are some of the really best but cost space.<!--QuoteEnd--></div><!--QuoteEEnd--> TIFFs should be exclusively for printing purposes and should never be used for web. PNGs only purpose is it's alpha channel.
<!--quoteo(post=1745111:date=Dec 30 2009, 03:44 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 30 2009, 03:44 AM) <a href="index.php?act=findpost&pid=1745111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dunno much about PNG, as to me TIFs and TGAs are some of the really best but cost space.<!--QuoteEnd--></div><!--QuoteEEnd--> PNG and TGA are lossless formats, which means they always have perfect quality. TIFF can hold either lossy or lossless images.
Even the best-compressed JPG will lose some original image data. However, even at lower levels this will usually be unnoticeable to the human eye.
<!--quoteo(post=1745112:date=Dec 30 2009, 03:54 AM:name=Serotriptomine)--><div class='quotetop'>QUOTE (Serotriptomine @ Dec 30 2009, 03:54 AM) <a href="index.php?act=findpost&pid=1745112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*images*<!--QuoteEnd--></div><!--QuoteEEnd--> Not bad at all.
I think one thing that's missing in that scene is radiosity: a scene with multiple light sources that don't seem to bounce of walls or mix colour won't look realistic to the human eye. You would generally emulate that by imagining how the scene would look in reality with this kind of lighting, then adapt the scene accordingly. For example, your walls are very coldly lit when the yellow lights' intensity would suggest they would light up the walls as well, producing a brighter and warmer mix. Solution: either tone down the yellow lights, or light the wall accordingly.
A rule of thumb to know whether or not you need shadows on the light is to turn them on and see how much presence in the scene they have: if it's negligible, turn them off to save performance. (If you turn shadows on for a non-ambient light and the scene stop looking realistic, you're doing something very wrong.)
<!--quoteo(post=1745116:date=Dec 29 2009, 09:05 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 29 2009, 09:05 PM) <a href="index.php?act=findpost&pid=1745116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think one thing that's missing in that scene is radiosity<!--QuoteEnd--></div><!--QuoteEEnd-->
Funny that you mention that, I think that just about all the screenshots I've seen miss this lightning technique. My guess is that most people here are mappers and not modellers, and radiosity wasn't really applied to mapping until today's games.
<!--quoteo(post=1745161:date=Dec 30 2009, 11:04 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Dec 30 2009, 11:04 AM) <a href="index.php?act=findpost&pid=1745161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny that you mention that, I think that just about all the screenshots I've seen miss this lightning technique. My guess is that most people here are mappers and not modellers, and radiosity wasn't really applied to mapping until today's games.<!--QuoteEnd--></div><!--QuoteEEnd-->
one of the room's i've done recent does this... but the amount of lights required to make it look perfect destroys my computer's performance. so i tempted get rid of some of the lights for less realistic and more workablility. I may leave one of the rooms that way and never go near it again just so i don't have to redo lighting later.
<!--quoteo(post=1745186:date=Dec 30 2009, 05:53 PM:name=Genomaxter)--><div class='quotetop'>QUOTE (Genomaxter @ Dec 30 2009, 05:53 PM) <a href="index.php?act=findpost&pid=1745186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one of the room's i've done recent does this... but the amount of lights required to make it look perfect destroys my computer's performance. so i tempted get rid of some of the lights for less realistic and more workablility. I may leave one of the rooms that way and never go near it again just so i don't have to redo lighting later.
hmmm... *goes to work on another room now*<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, you can achieve extremely good radiosity effects in a room by simply adding 1 or 2 well placed omnis by considering original lights positions and colors. Get the sum of lightning colors and damp it a little in gray, and proportionnaly place your omni closer to the strongest (flatest) faces that receives the most lightnings or the strongest light intensity.
All my rooms and corridors have radiosity, and most of the times its about 1 or 2 omnis.. except for a certain corridors where it is a couple more.
And don't forget that those omnis must Not cast shadows, because it becomes senseless.. hehe.
Yeah I'm having a very hard time deciding whether or not to put in general lighting as opposed to simulating light coming from light props. I also, was never good with lighting in the first place and it's very hard to get the feel for that. Any tips for lighting in general?
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
<!--quoteo(post=1745190:date=Dec 31 2009, 09:15 AM:name=Serotriptomine)--><div class='quotetop'>QUOTE (Serotriptomine @ Dec 31 2009, 09:15 AM) <a href="index.php?act=findpost&pid=1745190"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah I'm having a very hard time deciding whether or not to put in general lighting as opposed to simulating light coming from light props. I also, was never good with lighting in the first place and it's very hard to get the feel for that. Any tips for lighting in general?<!--QuoteEnd--></div><!--QuoteEEnd-->
this here guide is a little old, but the general rules still apply :)
of course there might be some new tricks these days
Anyone got feedback on this? I might start over and try to make something better. <img src="http://img23.imageshack.us/img23/6218/trains003l.jpg" border="0" class="linked-image" /> <img src="http://img31.imageshack.us/img31/4961/trains005.jpg" border="0" class="linked-image" />
<!--quoteo(post=1745341:date=Jan 1 2010, 12:02 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jan 1 2010, 12:02 PM) <a href="index.php?act=findpost&pid=1745341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The floor is a bit monotonous, but otherwise it looks great. Small room?<!--QuoteEnd--></div><!--QuoteEEnd-->
Ye.. I'm not that good with the floor textures. Might make it bigger I'll see when I get myself the time.
Here is a little test room I did. I got something bigger I am working on now that I can have custom models. <a href="http://img194.imageshack.us/i/testroom01.png/" target="_blank"><img src="http://img194.imageshack.us/img194/4456/testroom01.th.png" border="0" class="linked-image" /></a> <a href="http://img683.imageshack.us/i/testroom02.png/" target="_blank"><img src="http://img683.imageshack.us/img683/3993/testroom02.th.png" border="0" class="linked-image" /></a> <a href="http://img188.imageshack.us/i/testroom03.png/" target="_blank"><img src="http://img188.imageshack.us/img188/5726/testroom03.th.png" border="0" class="linked-image" /></a> <a href="http://img85.imageshack.us/i/testroom04.png/" target="_blank"><img src="http://img85.imageshack.us/img85/6982/testroom04.th.png" border="0" class="linked-image" /></a>
This is the "Post your screenshots thread" not the "Think about gameplay for NS2 when you don't have a working version to test it out on".
It's 99% likely what you see hear will not be working for an actual game. It's created from an alpha level editor with expanding tools, textures, props etc.
Ask yourself if you really thought that comment was valid Tgaud.
<!--quoteo(post=1745315:date=Jan 1 2010, 01:16 PM:name=Bl4ckH4wk)--><div class='quotetop'>QUOTE (Bl4ckH4wk @ Jan 1 2010, 01:16 PM) <a href="index.php?act=findpost&pid=1745315"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just made a small room to train some on the map making.
<a href="http://img63.imageshack.us/i/mountainworkstation1.jpg/" target="_blank"><img src="http://img63.imageshack.us/img63/1297/mountainworkstation1.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd--> too many different coloured lights in the 2nd pic
it looks strange where your vent and floor meet. the vent texture runs straight into the floor texture. try separating the 2 with a thin trim texture so the floor looks like it has some depth
<!--QuoteBegin-"Bl4ckH4wk"+--><div class='quotetop'>QUOTE ("Bl4ckH4wk")</div><div class='quotemain'><!--QuoteEBegin-->Just made a small room to train some on the map making.
EDIT: Updated the map a bit.<!--QuoteEnd--></div><!--QuoteEEnd--> Reminds me of the following mapcore thread (only visible if registered): <a href="http://forums.mapcore.net/viewtopic.php?f=20&t=14766" target="_blank">http://forums.mapcore.net/viewtopic.php?f=20&t=14766</a>
Comments
Was just looking for tips about geo, how much sym I should, or should not have.
How many props I should use. If most lights should have shadows on / off.
If my use of lights is appealing. Too dim, too bright, not enough distance. Etc.
I spent some time texturing the room. Ceiling is a placeholder texture until I figure out which to choose.
<img src="http://i385.photobucket.com/albums/oo300/Serotriptomine/Natural%20Selection%202%20Mapping%20By%20Me/Room-01-Lit.jpg" border="0" class="linked-image" />
<img src="http://i385.photobucket.com/albums/oo300/Serotriptomine/Natural%20Selection%202%20Mapping%20By%20Me/Room-01-Lit-02.jpg" border="0" class="linked-image" />
<img src="http://i385.photobucket.com/albums/oo300/Serotriptomine/Natural%20Selection%202%20Mapping%20By%20Me/Room-01-Lit-03.jpg" border="0" class="linked-image" />
<img src="http://i385.photobucket.com/albums/oo300/Serotriptomine/Natural%20Selection%202%20Mapping%20By%20Me/Room-01-Lit-04.jpg" border="0" class="linked-image" />
The "vent" where the ladder is, is supposed to be a crawl space connected to the side of a rock tunnel.
The "broken vent" in the ceiling will be connected to a "vent" system that runs along top of said "rock tunnel" occasionally having openings for Skulks and the like to drop down. Seeing as there won't be much cover in my "rock tunnel" other that being under the cat walk, and inside the "ceiling vent".
TIFFs should be exclusively for printing purposes and should never be used for web. PNGs only purpose is it's alpha channel.
PNG and TGA are lossless formats, which means they always have perfect quality. TIFF can hold either lossy or lossless images.
Even the best-compressed JPG will lose some original image data. However, even at lower levels this will usually be unnoticeable to the human eye.
<!--quoteo(post=1745112:date=Dec 30 2009, 03:54 AM:name=Serotriptomine)--><div class='quotetop'>QUOTE (Serotriptomine @ Dec 30 2009, 03:54 AM) <a href="index.php?act=findpost&pid=1745112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*images*<!--QuoteEnd--></div><!--QuoteEEnd-->
Not bad at all.
I think one thing that's missing in that scene is radiosity: a scene with multiple light sources that don't seem to bounce of walls or mix colour won't look realistic to the human eye. You would generally emulate that by imagining how the scene would look in reality with this kind of lighting, then adapt the scene accordingly. For example, your walls are very coldly lit when the yellow lights' intensity would suggest they would light up the walls as well, producing a brighter and warmer mix. Solution: either tone down the yellow lights, or light the wall accordingly.
A rule of thumb to know whether or not you need shadows on the light is to turn them on and see how much presence in the scene they have: if it's negligible, turn them off to save performance. (If you turn shadows on for a non-ambient light and the scene stop looking realistic, you're doing something very wrong.)
All Imho, of course.
Funny that you mention that, I think that just about all the screenshots I've seen miss this lightning technique.
My guess is that most people here are mappers and not modellers, and radiosity wasn't really applied to mapping until today's games.
My guess is that most people here are mappers and not modellers, and radiosity wasn't really applied to mapping until today's games.<!--QuoteEnd--></div><!--QuoteEEnd-->
one of the room's i've done recent does this... but the amount of lights required to make it look perfect destroys my computer's performance. so i tempted get rid of some of the lights for less realistic and more workablility. I may leave one of the rooms that way and never go near it again just so i don't have to redo lighting later.
hmmm... *goes to work on another room now*
hmmm... *goes to work on another room now*<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, you can achieve extremely good radiosity effects in a room by simply adding 1 or 2 well placed omnis by considering original lights positions and colors. Get the sum of lightning colors and damp it a little in gray, and proportionnaly place your omni closer to the strongest (flatest) faces that receives the most lightnings or the strongest light intensity.
All my rooms and corridors have radiosity, and most of the times its about 1 or 2 omnis.. except for a certain corridors where it is a couple more.
And don't forget that those omnis must Not cast shadows, because it becomes senseless.. hehe.
this here guide is a little old, but the general rules still apply :)
of course there might be some new tricks these days
EDIT: Updated the map a bit.
<a href="http://img192.imageshack.us/i/mountainworkstation.jpg/" target="_blank"><img src="http://img192.imageshack.us/img192/7682/mountainworkstation.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img63.imageshack.us/i/mountainworkstation1.jpg/" target="_blank"><img src="http://img63.imageshack.us/img63/1297/mountainworkstation1.th.jpg" border="0" class="linked-image" /></a>
<img src="http://img23.imageshack.us/img23/6218/trains003l.jpg" border="0" class="linked-image" />
<img src="http://img31.imageshack.us/img31/4961/trains005.jpg" border="0" class="linked-image" />
Ye.. I'm not that good with the floor textures. Might make it bigger I'll see when I get myself the time.
<a href="http://img194.imageshack.us/i/testroom01.png/" target="_blank"><img src="http://img194.imageshack.us/img194/4456/testroom01.th.png" border="0" class="linked-image" /></a>
<a href="http://img683.imageshack.us/i/testroom02.png/" target="_blank"><img src="http://img683.imageshack.us/img683/3993/testroom02.th.png" border="0" class="linked-image" /></a>
<a href="http://img188.imageshack.us/i/testroom03.png/" target="_blank"><img src="http://img188.imageshack.us/img188/5726/testroom03.th.png" border="0" class="linked-image" /></a>
<a href="http://img85.imageshack.us/i/testroom04.png/" target="_blank"><img src="http://img85.imageshack.us/img85/6982/testroom04.th.png" border="0" class="linked-image" /></a>
<img src="http://img23.imageshack.us/img23/6218/trains003l.jpg" border="0" class="linked-image" />
<img src="http://img31.imageshack.us/img31/4961/trains005.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes well.. my opinion is, rework lightning a bit, remove the cages on the sides and the texture along the stairs. remove the rocks too maybe.
It's 99% likely what you see hear will not be working for an actual game. It's created from an alpha level editor with expanding tools, textures, props etc.
Ask yourself if you really thought that comment was valid Tgaud.
<img src="http://i48.tinypic.com/30trmtx.jpg" border="0" class="linked-image" />
<img src="http://i49.tinypic.com/wb3nex.jpg" border="0" class="linked-image" />
<img src="http://i47.tinypic.com/2s0d639.jpg" border="0" class="linked-image" />
What is the big room ?
EDIT: Updated the map a bit.
<a href="http://img192.imageshack.us/i/mountainworkstation.jpg/" target="_blank"><img src="http://img192.imageshack.us/img192/7682/mountainworkstation.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img63.imageshack.us/i/mountainworkstation1.jpg/" target="_blank"><img src="http://img63.imageshack.us/img63/1297/mountainworkstation1.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
too many different coloured lights in the 2nd pic
it looks strange where your vent and floor meet. the vent texture runs straight into the floor texture. try separating the 2 with a thin trim texture so the floor looks like it has some depth
EDIT: Updated the map a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->
Reminds me of the following mapcore thread (only visible if registered):
<a href="http://forums.mapcore.net/viewtopic.php?f=20&t=14766" target="_blank">http://forums.mapcore.net/viewtopic.php?f=20&t=14766</a>
I have no idea, some sort of shaft or whatnot.
I like it a lot, it just screams NS :P
Did this in a couple of hours.