Man All you guys are damn lucky. The damn editor crashed every 5 mins for me, and I got the black graphics bug, so I can't work on them. Anyone want to switch Computers with me?! :D
An environment I've been working on the past few days. The geometry is made using almost entirely brushes, which are a lot better than I originally thought.
I have been fighting with editor for long time deleted my first map and started new one, and starting to understand spark. So this is in progress and this one i like. give feedback. Really like the windows in the rock <b>This is access for worker to mining facility leading to locker room and other facilities for workers</b>
Some of these are so amazing. I think its half very skilled level designers (PogoP and Braw maps look great) and half awesome editor. Somehow things just look so good with the nice lighting.
Anyway this is my contribution which will be marine start. The (very original) idea is of marines going down 2 the mining facility and coming back to find the elevator has caved in.
I'd like advice on spicing up ceilings and anything else. The pros seem to just have really displaced ceilings with 50 things going on that I can't hope 2 recre8.
*OFFTOPIC* @Pipi: A few pages back you indicated that your Seagate hard drive failed. If you havent already, you might be able to get it fixed for free. My roommate had a Seagate drive fail, but upon inspection, we could feel the drive spinning when we powered on his pc. Thus, we assumed it was a firmware error. On the Seagate forums other people had similar problems. Eventually, he got Seagate to re-flash the firmware on his hd for free, and it was returned with all data intact. If you think your hd failed due to a non-mechanical fault, it's worth a try to send Seagate your drive and have them flash the firmware.
*ONTOPIC* While everyone is doing a great job in the maps posted here, I would like to bring to everyone's attention something a few others have pointed out: color. With respect to lighting, the strongest NS1 maps had unique color schemes for each area that relied on only one to two dominant light colors (ex. red/orange for refinery areas, green for aliens (think feedwater), blue/gray for marine tech areas). When designing an area, it is a good idea to figure out a color scheme consisting of just a few colors, and stick to em. When too many colors are in an area, it loses any sort of visual theme, emotional or otherwise, one is trying to express.
<!--quoteo(post=1747342:date=Jan 14 2010, 03:21 PM:name=BCSeph)--><div class='quotetop'>QUOTE (BCSeph @ Jan 14 2010, 03:21 PM) <a href="index.php?act=findpost&pid=1747342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*OFFTOPIC* @Pipi: A few pages back you indicated that your Seagate hard drive failed. If you havent already, you might be able to get it fixed for free. My roommate had a Seagate drive fail, but upon inspection, we could feel the drive spinning when we powered on his pc. Thus, we assumed it was a firmware error. On the Seagate forums other people had similar problems. Eventually, he got Seagate to re-flash the firmware on his hd for free, and it was returned with all data intact. If you think your hd failed due to a non-mechanical fault, it's worth a try to send Seagate your drive and have them flash the firmware.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I've read a bit about that, but didn't think of checking if it was still spinning or not. Although, I remember when I tested it after unplugging and plugging everything and every wires back in, that when I removed it from the computer it was hot (having removed it once before) so I guess it was still spinning.
Thanks for the info, I'll check that out more carefully, my brother was suspecting the controller module to be faulty.
<!--quoteo(post=1747342:date=Jan 14 2010, 12:21 PM:name=BCSeph)--><div class='quotetop'>QUOTE (BCSeph @ Jan 14 2010, 12:21 PM) <a href="index.php?act=findpost&pid=1747342"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*ONTOPIC* While everyone is doing a great job in the maps posted here, I would like to bring to everyone's attention something a few others have pointed out: color. With respect to lighting, the strongest NS1 maps had unique color schemes for each area that relied on only one to two dominant light colors (ex. red/orange for refinery areas, green for aliens (think feedwater), blue/gray for marine tech areas). When designing an area, it is a good idea to figure out a color scheme consisting of just a few colors, and stick to em. When too many colors are in an area, it loses any sort of visual theme, emotional or otherwise, one is trying to express.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also remember that there will be a Marine Power Grid. Lighting is one of the greatest advantages a marine will ever have, and we now not only have dynamic lights, we have reason to turn them on and off. Can you imagine the contrast of being in a well lit room, walking toward the very threshold of deadly khaara that creeps away in the dark?
Blueish to highlight the resource point at the back right (though yellow is leaking in), yellowish for general illumination and you can just about see the dim orange light comeing from the tunnel there. Although it's not aesthetically great, just functional.
L4D used torches really well, and I suspect that if the NS2 engine can handle it having teammates torchlight visible as well will be spectacular. (Presuming, of course, torches go in at all)
This is my first attempt at map making ever... in any game. I decided to attempt an outdoor level with an indoor part to it. This has been worked off and on for the last month so some textures I would have liked (such as chairs) I had to create myself but haven't gone back and replaced yet. Other textures I had to cobble together since Natural Selection maps are indoor (note the satellite dish and fencing). Here is the slew of screenies I've taken so far of the different parts. Keep in mind this is purely experimental and I won't be making a playable map out of this.
For not being a playable map I think it's quite nice. I don't really like the lights in the tunnel (the two props overhanging the walkwaythingy). But otherwise, nice feeling to everything.
The marine spawn in a map im working on. Its pretty open for easy building (because we dont know how big or how many new structures there are) and so onos dont get stuck.
if anyone got any ideas on how to improve id love it.
The recesses in the floor either side of the central column are nice, but it looks odd how they don't mesh with the floor texture. Perhaps border them on the floor plane with some trim texture? The same perhaps for the ceiling fans.
Yeah good stuff Braw, I've tried that too as I thought it would feel a little more "alien" as opposed to the mechanical gray/white and yellowish tints of lightning.
See my alien start node in page 44. Although, I've modified a trim texture to fit the color range as the texture set we have isn't really oriented that way.
I think it's a good idea.
And I think that the biodome art set will be more green/brown oriented, since we can see 2 textures from it already. That'll be nice.
In fact the shadows did reach as far as the first set of pillars, but it didn't show up very well, especially because the shadows on the far wall were much sharper. This is because the light source was just a little behind and above the central pair of shutters, and so the light that hit the far wall was travelling about only 20 degrees from the plane of the wall the shutters are built into. With two light sources and some changes to the in-room lighting, the other corner of the room looks like this:
<!--quoteo(post=1747680:date=Jan 17 2010, 11:19 AM:name=Sassenach)--><div class='quotetop'>QUOTE (Sassenach @ Jan 17 2010, 11:19 AM) <a href="index.php?act=findpost&pid=1747680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure why the lights by the door are leaking through the platform though.<!--QuoteEnd--></div><!--QuoteEEnd-->
When you're at a certain distance from the light it stops casting shadows. I think the distances are different for omnis and spots and also depends on the range of light (or it used to be on previous patches)
<!--quoteo(post=1747680:date=Jan 17 2010, 10:19 AM:name=Sassenach)--><div class='quotetop'>QUOTE (Sassenach @ Jan 17 2010, 10:19 AM) <a href="index.php?act=findpost&pid=1747680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure why the lights by the door are leaking through the platform though.<!--QuoteEnd--></div><!--QuoteEEnd-->
If "cast shadows" is set to off, the light will affect _any_ face within range (max distance) of the light. This was pointed out to me in a <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=108132&view=findpost&p=1746751" target="_blank">post</a> I made on the "bug" thread.
<!--quoteo(post=1747731:date=Jan 17 2010, 06:18 PM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Jan 17 2010, 06:18 PM) <a href="index.php?act=findpost&pid=1747731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If "cast shadows" is set to off, the light will affect _any_ face within range (max distance) of the light. This was pointed out to me in a <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=108132&view=findpost&p=1746751" target="_blank">post</a> I made on the "bug" thread.<!--QuoteEnd--></div><!--QuoteEEnd-->
This issue seems to be coming up a lot. Maybe switching it to have a "brush shadows only" option would help people out.
<!--quoteo(post=1747731:date=Jan 17 2010, 06:18 PM:name=Xuaxinodal)--><div class='quotetop'>QUOTE (Xuaxinodal @ Jan 17 2010, 06:18 PM) <a href="index.php?act=findpost&pid=1747731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If "cast shadows" is set to off, the light will affect _any_ face within range (max distance) of the light. This was pointed out to me in a <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=108132&view=findpost&p=1746751" target="_blank">post</a> I made on the "bug" thread.<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1747802:date=Jan 18 2010, 06:46 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Jan 18 2010, 06:46 AM) <a href="index.php?act=findpost&pid=1747802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This issue seems to be coming up a lot. Maybe switching it to have a "brush shadows only" option would help people out.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not a bug or an issue. The editor is built like a 3D modeling application. If a light is set to not cast any shadows, the light will go through any faces. There is no baked shadow system whatsoever, all lightning is rendered in real-time.
<!--quoteo(post=1747816:date=Jan 18 2010, 08:24 AM:name=Sassenach)--><div class='quotetop'>QUOTE (Sassenach @ Jan 18 2010, 08:24 AM) <a href="index.php?act=findpost&pid=1747816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah yes, it seems that around 110-120% of the lights (I've only tried omni's, not spots) distance shadows stop being cast. That's inconvenient.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I guess that is because the engine isn't fully optimized yet and would run Really choppy while having many shadow-casting lights in your level. Not to forget that you are running the engine in a window not in fullscreen like you would play the game. That affects rendering speed.
Comments
<img src="http://i50.photobucket.com/albums/f332/PogoP/cargo_bay3.jpg" border="0" class="linked-image" />
An environment I've been working on the past few days. The geometry is made using almost entirely brushes, which are a lot better than I originally thought.
So this is in progress and this one i like. give feedback. Really like the windows in the rock
<b>This is access for worker to mining facility leading to locker room and other facilities for workers</b>
<a href="http://img39.imageshack.us/i/ns1h.jpg/" target="_blank"><img src="http://img39.imageshack.us/img39/8341/ns1h.th.jpg" border="0" class="linked-image" /></a>
<b> Sun is setting behind the shaft</b> (hope we get better env_light)
<a href="http://img39.imageshack.us/i/ns2m.jpg/" target="_blank"><img src="http://img39.imageshack.us/img39/6655/ns2m.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img188.imageshack.us/i/ns2p.jpg/" target="_blank"><img src="http://img188.imageshack.us/img188/4923/ns2p.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img191.imageshack.us/i/ns3.jpg/" target="_blank"><img src="http://img191.imageshack.us/img191/8564/ns3.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img197.imageshack.us/i/ns1i.jpg/" target="_blank"><img src="http://img197.imageshack.us/img197/3762/ns1i.th.jpg" border="0" class="linked-image" /></a>
Somehow things just look so good with the nice lighting.
Anyway this is my contribution which will be marine start. The (very original) idea is of marines going down 2 the mining facility and coming back to find the elevator has caved in.
I'd like advice on spicing up ceilings and anything else. The pros seem to just have really displaced ceilings with 50 things going on that I can't hope 2 recre8.
<img src="http://img23.imageshack.us/img23/7451/ms1oh.jpg" border="0" class="linked-image" />
<img src="http://img682.imageshack.us/img682/3932/ms2o.jpg" border="0" class="linked-image" />
<img src="http://img706.imageshack.us/img706/7766/ms3h.jpg" border="0" class="linked-image" />
<img src="http://img706.imageshack.us/img706/576/scaryonos.jpg" border="0" class="linked-image" />
Hahaha ! I'm sure you just can't wait to see that in-game don't you ;)
Well, it's space after all. Gotta expect some gravity issues from time to time :)
@Pipi:
A few pages back you indicated that your Seagate hard drive failed. If you havent already, you might be able to get it fixed for free. My roommate had a Seagate drive fail, but upon inspection, we could feel the drive spinning when we powered on his pc. Thus, we assumed it was a firmware error. On the Seagate forums other people had similar problems. Eventually, he got Seagate to re-flash the firmware on his hd for free, and it was returned with all data intact. If you think your hd failed due to a non-mechanical fault, it's worth a try to send Seagate your drive and have them flash the firmware.
*ONTOPIC*
While everyone is doing a great job in the maps posted here, I would like to bring to everyone's attention something a few others have pointed out: color. With respect to lighting, the strongest NS1 maps had unique color schemes for each area that relied on only one to two dominant light colors (ex. red/orange for refinery areas, green for aliens (think feedwater), blue/gray for marine tech areas). When designing an area, it is a good idea to figure out a color scheme consisting of just a few colors, and stick to em. When too many colors are in an area, it loses any sort of visual theme, emotional or otherwise, one is trying to express.
@Pipi:
A few pages back you indicated that your Seagate hard drive failed. If you havent already, you might be able to get it fixed for free. My roommate had a Seagate drive fail, but upon inspection, we could feel the drive spinning when we powered on his pc. Thus, we assumed it was a firmware error. On the Seagate forums other people had similar problems. Eventually, he got Seagate to re-flash the firmware on his hd for free, and it was returned with all data intact. If you think your hd failed due to a non-mechanical fault, it's worth a try to send Seagate your drive and have them flash the firmware.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I've read a bit about that, but didn't think of checking if it was still spinning or not. Although, I remember when I tested it after unplugging and plugging everything and every wires back in, that when I removed it from the computer it was hot (having removed it once before) so I guess it was still spinning.
Thanks for the info, I'll check that out more carefully, my brother was suspecting the controller module to be faulty.
While everyone is doing a great job in the maps posted here, I would like to bring to everyone's attention something a few others have pointed out: color. With respect to lighting, the strongest NS1 maps had unique color schemes for each area that relied on only one to two dominant light colors (ex. red/orange for refinery areas, green for aliens (think feedwater), blue/gray for marine tech areas). When designing an area, it is a good idea to figure out a color scheme consisting of just a few colors, and stick to em. When too many colors are in an area, it loses any sort of visual theme, emotional or otherwise, one is trying to express.<!--QuoteEnd--></div><!--QuoteEEnd-->
Also remember that there will be a Marine Power Grid. Lighting is one of the greatest advantages a marine will ever have, and we now not only have dynamic lights, we have reason to turn them on and off. Can you imagine the contrast of being in a well lit room, walking toward the very threshold of deadly khaara that creeps away in the dark?
<a href="http://img12.imageshack.us/i/resroom2u.jpg/" target="_blank"><img src="http://img12.imageshack.us/img12/4971/resroom2u.jpg" border="0" class="linked-image" /></a>
Blueish to highlight the resource point at the back right (though yellow is leaking in), yellowish for general illumination and you can just about see the dim orange light comeing from the tunnel there. Although it's not aesthetically great, just functional.
L4D used torches really well, and I suspect that if the NS2 engine can handle it having teammates torchlight visible as well will be spectacular. (Presuming, of course, torches go in at all)
Spark level file:
<a href="http://rapidshare.com/files/335571407/ns2_outpost.level" target="_blank">http://rapidshare.com/files/335571407/ns2_outpost.level</a>
Textured Unlit:
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost1.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost1.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost2.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost2.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost3.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost3.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost4.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost4.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost5.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost5.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost6.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost6.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost7.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost7.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost8.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost8.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost9.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...s2_outpost9.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost10.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost10.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost11.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost11.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost12.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost12.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost13.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost13.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost14.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost14.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost15.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost15.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost16.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost16.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost17.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost17.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost18.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost18.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost19.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost19.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost20.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost20.jpg</a>
Textured Lit:
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost1b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost1b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost2b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost2b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost3b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost3b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost4b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost4b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost5b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost5b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost6b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost6b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost7b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost7b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost8b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost8b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost9b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce...2_outpost9b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost10b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost10b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost11b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost11b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost12b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost12b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost13b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost13b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost14b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost14b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost15b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost15b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost16b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost16b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost17b.png" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost17b.png</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost18b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost18b.jpg</a>
<a href="http://i84.photobucket.com/albums/k28/ExcessusAngelus/Natural%20Selection%202/ns2_outpost19b.jpg" target="_blank">http://i84.photobucket.com/albums/k28/Exce..._outpost19b.jpg</a>
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if anyone got any ideas on how to improve id love it.
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See my alien start node in page 44. Although, I've modified a trim texture to fit the color range as the texture set we have isn't really oriented that way.
I think it's a good idea.
And I think that the biodome art set will be more green/brown oriented, since we can see 2 textures from it already. That'll be nice.
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I'm not sure why the lights by the door are leaking through the platform though.
When you're at a certain distance from the light it stops casting shadows. I think the distances are different for omnis and spots and also depends on the range of light (or it used to be on previous patches)
If "cast shadows" is set to off, the light will affect _any_ face within range (max distance) of the light. This was pointed out to me in a <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=108132&view=findpost&p=1746751" target="_blank">post</a> I made on the "bug" thread.
This issue seems to be coming up a lot. Maybe switching it to have a "brush shadows only" option would help people out.
<!--quoteo(post=1747802:date=Jan 18 2010, 06:46 AM:name=WatchMaker)--><div class='quotetop'>QUOTE (WatchMaker @ Jan 18 2010, 06:46 AM) <a href="index.php?act=findpost&pid=1747802"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This issue seems to be coming up a lot. Maybe switching it to have a "brush shadows only" option would help people out.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not a bug or an issue. The editor is built like a 3D modeling application. If a light is set to not cast any shadows, the light will go through any faces. There is no baked shadow system whatsoever, all lightning is rendered in real-time.
<!--quoteo(post=1747816:date=Jan 18 2010, 08:24 AM:name=Sassenach)--><div class='quotetop'>QUOTE (Sassenach @ Jan 18 2010, 08:24 AM) <a href="index.php?act=findpost&pid=1747816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah yes, it seems that around 110-120% of the lights (I've only tried omni's, not spots) distance shadows stop being cast. That's inconvenient.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, I guess that is because the engine isn't fully optimized yet and would run Really choppy while having many shadow-casting lights in your level. Not to forget that you are running the engine in a window not in fullscreen like you would play the game. That affects rendering speed.