slayer20Killed a man once.Join Date: 2007-12-13Member: 63157Members, Reinforced - Shadow
<!--quoteo(post=1745638:date=Jan 4 2010, 05:23 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 4 2010, 05:23 AM) <a href="index.php?act=findpost&pid=1745638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is that rock inside those girders? 'cause if it is that looks mighty strange.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1745413:date=Jan 1 2010, 11:15 PM:name=Tgaud)--><div class='quotetop'>QUOTE (Tgaud @ Jan 1 2010, 11:15 PM) <a href="index.php?act=findpost&pid=1745413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, when you create a door, you make sure a marine can pass through. So yes i think my comment is valid, at least a little.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, if you as the author are intending for your work to be used in a map eventually, then sure keep things like that in mind.
At the same time, this editor is damn fun just to make sci-fi scenery in, playability be damned.
Just a quick observation - several rooms from the thread have coloured lighting, but have white lights creating these colours - SwatCorp's is a good example of this...
I don't know if it's possible to change the appearance of the lamps within the editor (can't get it running properly on my old gfx card), but it might be worthy of inclusion in a future update if not already enabled
i.e. green lighting should need a green coloured lamp unless there is a specific environment causing the colour shift, such as green walls
<!--quoteo(post=1745730:date=Jan 4 2010, 02:30 PM:name=phoenixbbs)--><div class='quotetop'>QUOTE (phoenixbbs @ Jan 4 2010, 02:30 PM) <a href="index.php?act=findpost&pid=1745730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a quick observation - several rooms from the thread have coloured lighting, but have white lights creating these colours - SwatCorp's is a good example of this...
I don't know if it's possible to change the appearance of the lamps within the editor (can't get it running properly on my old gfx card), but it might be worthy of inclusion in a future update if not already enabled
i.e. green lighting should need a green coloured lamp unless there is a specific environment causing the colour shift, such as green walls
(hope this makes sense)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes you can change the color of lights in the editor.
From the screenshot, there are red lights below the grate and green lights on the pillars. There is only one white light directly above the res node. Also, other people have added lights to a layer and hidden them thus the actual light entity does not appear.
Doing the best I can with my nVidia 7600, there is still some issues with texturing and serious slow downs when I add too many props, But hey, at least I can use the editor properly now! :)
<!--quoteo(post=1745741:date=Jan 4 2010, 07:55 PM:name=noisymonk)--><div class='quotetop'>QUOTE (noisymonk @ Jan 4 2010, 07:55 PM) <a href="index.php?act=findpost&pid=1745741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He's actually refering to the 'light fixture model' - which has a white texture, but is emmiting a green/red/whatever coloured light.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ahh yes, I see where I mixed up the statement from the original post.
To the best of my knowledge, there is not a way to change the illumination source color in model. I could see potentially having certain colors as a "skin" but I don't think there would be a way to do custom colors without re-compiling the model itself.
wish I could show you this with anti aliasing and shadows on all lights, only a few have them on for performance reasons...
The huge room will receive some more work on the ceiling of course and I dont really like the left wall texture of the storage room (4th screen) - didnt find a better one though :(
The 5th screenshot shows an older region of my map (just started mapping with spark) - not much detailing done there yet... wont be easy to find "compatible" props for it I guess...
Thanks a bunch, guys! Wish I made it seem less blocky now... Anyway... Here's something:
If you're as clueless as me and have trouble even setting up your level, here's a quick-n'-dirty guide I whipped up based on <a href="http://www.unknownworlds.com/forums/index.php?showtopic=108371" target="_blank">official guidelines</a>.
Map file in the picture attached below. Marine model is positioned at (0,0,0), all textures are scaled to 1, have zero shift and rotation for all rooms.
So no more trying to build a room that half your props don't fit in, or refuse to align with one another.
<!--quoteo(post=1746034:date=Jan 7 2010, 03:11 AM:name=[=Alex=])--><div class='quotetop'>QUOTE ([=Alex=] @ Jan 7 2010, 03:11 AM) <a href="index.php?act=findpost&pid=1746034"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--> My first room! :)
Inspirate in "Time-Lapse Video" txs mendasp!
[Lots of PICTAHRZ...]<!--QuoteEnd--></div><!--QuoteEEnd-->
I really like how varied you keep your walls. It's interesting to look pretty much everywhere, because there's so little repetition of entities and textures. That's really, according to me, the very key to making a room interesting and refreshing everytime you step into it, and in my opinion you are doing it very well. Sure, the roof and floor is still a little flat and uninteresting, but considering the amount of time a player spends looking on surfaces, the walls are where most of your details should be kept. Very well done ^^
As mentioned, the lighting is a bit "too much" and using colored lights for all sources strikes atleast me as being annoying to look at. What you could do is add a global light (no shadows, placed as much in the middle as possible) a little here and there with a faint, green hue to keep that "green generator-ish" feel in the room, then accent the rest by using alot of smaller, white/faintly blue lights and then perhaps one major color for one certain place in the room. Just try to balance the colors and not make their "outlines" be too obvious or "colliding". If you understood what I'm trying to say ^^
Overall, keep up that awesome detailing work. I, for one, am very bad at achieveing just that (:
Personally I think it's spot on. So many shots are heavily overusing elements like hanging cables. It's going to get old, really quick if everyone uses them all the time.
How do you guys even take pictures ingame? I saw a tutorial with a guy mentioning "The Spark Launcher" but nor do I have it in my folder and I can't find a download for it either. It had a feature called the viewer and I assume that's what you guys use to take pictures ingame.
Comments
What's so strange about that?
<a href="http://naturalselection-community.de/index.php?page=Attachment&attachmentID=2&h=1a1047ffe0f6d06247c0bb371bba184b881db166" target="_blank">http://naturalselection-community.de/index...bba184b881db166</a>
here, two screens from my map
<a href="http://naturalselection-community.de/index.php?page=Attachment&attachmentID=2&h=1a1047ffe0f6d06247c0bb371bba184b881db166" target="_blank">http://naturalselection-community.de/index...bba184b881db166</a>
here, two screens from my map<!--QuoteEnd--></div><!--QuoteEEnd-->
its asking for a login
<a href="http://naturalselection-community.de/index.php?page=Attachment&attachmentID=2&h=1a1047ffe0f6d06247c0bb371bba184b881db166" target="_blank">http://naturalselection-community.de/index...bba184b881db166</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Seems to require registration. Try this: <a href="http://imageshack.us/" target="_blank">http://imageshack.us/</a>
<!--quoteo(post=1745677:date=Jan 4 2010, 11:31 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Jan 4 2010, 11:31 AM) <a href="index.php?act=findpost&pid=1745677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hidden-advertising failed.<!--QuoteEnd--></div><!--QuoteEEnd-->
is fixed
Well, if you as the author are intending for your work to be used in a map eventually, then sure keep things like that in mind.
At the same time, this editor is damn fun just to make sci-fi scenery in, playability be damned.
So either way it's valid :P
I don't know if it's possible to change the appearance of the lamps within the editor (can't get it running properly on my old gfx card), but it might be worthy of inclusion in a future update if not already enabled
i.e. green lighting should need a green coloured lamp unless there is a specific environment causing the colour shift, such as green walls
(hope this makes sense)
I don't know if it's possible to change the appearance of the lamps within the editor (can't get it running properly on my old gfx card), but it might be worthy of inclusion in a future update if not already enabled
i.e. green lighting should need a green coloured lamp unless there is a specific environment causing the colour shift, such as green walls
(hope this makes sense)<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes you can change the color of lights in the editor.
From the screenshot, there are red lights below the grate and green lights on the pillars. There is only one white light directly above the res node. Also, other people have added lights to a layer and hidden them thus the actual light entity does not appear.
This is how mine is panning out so far;
<img src="http://photos-e.ak.fbcdn.net/hphotos-ak-snc3/hs174.snc3/20144_237682264013_506089013_3149395_7360875_n.jpg" border="0" class="linked-image" /> <img src="http://photos-c.ak.fbcdn.net/hphotos-ak-snc3/hs174.snc3/20144_237869484013_506089013_3150102_6539404_n.jpg" border="0" class="linked-image" />
<img src="http://photos-b.ak.fbcdn.net/hphotos-ak-snc3/hs194.snc3/20144_237682299013_506089013_3149398_411223_n.jpg" border="0" class="linked-image" /> <img src="http://photos-a.ak.fbcdn.net/hphotos-ak-snc3/hs174.snc3/20144_237682294013_506089013_3149397_3504744_n.jpg" border="0" class="linked-image" />
<img src="http://photos-e.ak.fbcdn.net/hphotos-ak-snc3/hs174.snc3/20144_237684214013_506089013_3149445_2472681_n.jpg" border="0" class="linked-image" /> <img src="http://photos-c.ak.fbcdn.net/hphotos-ak-snc3/hs174.snc3/20144_237684199013_506089013_3149444_4124739_n.jpg" border="0" class="linked-image" />
Ahh yes, I see where I mixed up the statement from the original post.
To the best of my knowledge, there is not a way to change the illumination source color in model. I could see potentially having certain colors as a "skin" but I don't think there would be a way to do custom colors without re-compiling the model itself.
<img src="http://s8.directupload.net/images/user/100105/8qei77lk.jpg" border="0" class="linked-image" />
<img src="http://s5.directupload.net/images/user/100105/ht555b7b.jpg" border="0" class="linked-image" />
<img src="http://s2.directupload.net/images/user/100105/42zudskk.jpg" border="0" class="linked-image" />
<img src="http://s5.directupload.net/images/user/100105/4rqtcmmy.jpg" border="0" class="linked-image" />
Noob mapper @ work :)
wish I could show you this with anti aliasing and shadows on all lights, only a few have them on for performance reasons...
The huge room will receive some more work on the ceiling of course and I dont really like the left wall texture of the storage room (4th screen) - didnt find a better one though :(
The 5th screenshot shows an older region of my map (just started mapping with spark) - not much detailing done there yet... wont be easy to find "compatible" props for it I guess...
Feedback wanted! ;)
<img src="http://img215.imageshack.us/img215/776/x10u.jpg" border="0" class="linked-image" />
+1 :) i love the detailing in the grey/gunmetal texture on the cieling
<img src="http://img215.imageshack.us/img215/776/x10u.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That's sexy.
If you're as clueless as me and have trouble even setting up your level, here's a quick-n'-dirty guide I whipped up based on <a href="http://www.unknownworlds.com/forums/index.php?showtopic=108371" target="_blank">official guidelines</a>.
<img src="http://img130.imageshack.us/img130/9545/guidef.jpg" border="0" class="linked-image" />
Map file in the picture attached below. Marine model is positioned at (0,0,0), all textures are scaled to 1, have zero shift and rotation for all rooms.
So no more trying to build a room that half your props don't fit in, or refuse to align with one another.
<img src="http://img262.imageshack.us/img262/4007/sgrush.jpg" border="0" class="linked-image" />
Inspirate in "Time-Lapse Video" txs mendasp!
<img src="http://img682.imageshack.us/img682/6362/sshot20.jpg" border="0" class="linked-image" />
<img src="http://img301.imageshack.us/img301/9128/sshot19q.jpg" border="0" class="linked-image" />
<img src="http://img156.imageshack.us/img156/6161/sshot18h.jpg" border="0" class="linked-image" />
<img src="http://img215.imageshack.us/img215/3001/sshot17z.jpg" border="0" class="linked-image" />
<img src="http://img695.imageshack.us/img695/7632/sshot16.jpg" border="0" class="linked-image" />
My first room! :)
Inspirate in "Time-Lapse Video" txs mendasp!
[Lots of PICTAHRZ...]<!--QuoteEnd--></div><!--QuoteEEnd-->
I really like how varied you keep your walls. It's interesting to look pretty much everywhere, because there's so little repetition of entities and textures. That's really, according to me, the very key to making a room interesting and refreshing everytime you step into it, and in my opinion you are doing it very well. Sure, the roof and floor is still a little flat and uninteresting, but considering the amount of time a player spends looking on surfaces, the walls are where most of your details should be kept. Very well done ^^
As mentioned, the lighting is a bit "too much" and using colored lights for all sources strikes atleast me as being annoying to look at. What you could do is add a global light (no shadows, placed as much in the middle as possible) a little here and there with a faint, green hue to keep that "green generator-ish" feel in the room, then accent the rest by using alot of smaller, white/faintly blue lights and then perhaps one major color for one certain place in the room. Just try to balance the colors and not make their "outlines" be too obvious or "colliding". If you understood what I'm trying to say ^^
Overall, keep up that awesome detailing work. I, for one, am very bad at achieveing just that (:
<img src="http://img213.imageshack.us/img213/6161/nsqu2.jpg" border="0" class="linked-image" />