Some fog?
Price
Join Date: 2003-09-27 Member: 21247Members
Maybe can you put some foq at the hive?
This gives the aliens a tiny cover, because its hard to defend as alien with no range weapons, in ns1, the camper marines where very annyoing.
This is what i mean
Default:
<img src="http://ns2.squarespace.com/storage/concept_generator_room.jpg" border="0" class="linked-image" />
Foq ( bla bla ugly example i know.):
<img src="http://www.imagebanana.com/img/34x05o19/concept_generator_room.jpg" border="0" class="linked-image" />
Its nothing new, but it would be fine have some cover at the hive.
This gives the aliens a tiny cover, because its hard to defend as alien with no range weapons, in ns1, the camper marines where very annyoing.
This is what i mean
Default:
<img src="http://ns2.squarespace.com/storage/concept_generator_room.jpg" border="0" class="linked-image" />
Foq ( bla bla ugly example i know.):
<img src="http://www.imagebanana.com/img/34x05o19/concept_generator_room.jpg" border="0" class="linked-image" />
Its nothing new, but it would be fine have some cover at the hive.
Comments
<img src="http://img148.imageshack.us/img148/3097/hivefog.png" border="0" class="linked-image" />
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/VLnWf1sQkjY"></param><embed src="http://www.youtube.com/v/VLnWf1sQkjY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<img src="http://img148.imageshack.us/img148/3097/hivefog.png" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
*drools*.... Why just the hive? i want that in like every hallway. Especially around areas where they got some liquid nitrogen...
hmm that reminds me.
List of things NS2 needs (not in order of importance):
1. Lava
2. 0-Gravity
3. 0-Air
4. Water
5. Pools of liquid nitrogen or some other chemical that is cold.
Check it out at 1:13
<a href="http://www.youtube.com/watch?v=Qxg9rK086SU" target="_blank">http://www.youtube.com/watch?v=Qxg9rK086SU</a>
Something like this around the vents in NS2 would be very very cool.
<a href="http://img404.imageshack.us/i/alieng.jpg/" target="_blank"><img src="http://img404.imageshack.us/img404/8476/alieng.jpg" border="0" class="linked-image" /></a>
Oh and say... a laser effect covering the mist... it could be blue right? ;)
Fog/transparent effects are killer on performance.
Having it as a option wouldn't be fair though.
So i don't know.
Alternating colors! Blue to green to red to purple to yellow!
Also, the heartbeats of the wee li'l skulks all beat in tune.
A resounding "Untce untce untce".
The hive also reflects rotating lights around the hiveroom.
Also, the heartbeats of the wee li'l skulks all beat in tune.
A resounding "Untce untce untce".
The hive also reflects rotating lights around the hiveroom.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dare i say it? Laserpointers on the marine's guns through the fog.
Walls should be made of ribcages also.
Particle effect fog is just meh. I would rather something solid is used, less chances of people disabling particles to gain an advantage.
Any other implementation of it is kinda meh, polygonal based systems are horribly inefficient themselves and particle based systems cause massive amounts of overdraw and require lots of soft edge filtering on the particles to stop it looking bad.
Besides volumetric fog is already in, how do you think the sun beams and volumetric lights work? If you could specify an emissive surface which functioned kind of like a skylight, you could easily make fog shoot up from the floor and fade off after a foot or two, if you could use shadows you could even project it through grates and things. Even without that I would think you could stick a big spotlight underneath the level and project it through the floor slightly, that should give you a nice gentle fog effect if you put it far enough away, If you can overlap volumetric lights you could even make the blue bits of the generator shine their own blue beams through the fog. Add a big pit underneath your room to contain the light and seal it from the rest of the level and you should be fine.
Here, quick 3dsmax render to illustrate the principle: <img src="http://i45.tinypic.com/2hn5b0h.jpg" border="0" class="linked-image" />
You can see the edge of the cone on the left, however if the game supports projection mapping for volumetric lights (I hope it will) then you could easily use a square map for example to fit it to a square room, or any other shape you like that can be expressed as a 2d image.
I would say though that borderlands has an interesting method, it seems to have soft edged polygons, you can put a fog mesh over the ground and when it intersects with the walls it fades out, I don't know if that's a dynamic effect or whether it's just vertex painted. to look like that. It doesn't look as good as proper volumetric fog but it's the next best looking implementation I've seen.
I will agree that volumetric light/fog is completely and awesomely sexy. However, not everyone has a GPU to run it well and maintain framerate. So, if you want fog to be a pervasive game element and not just eye candy for those who want to turn it on, it has to be one of the hacks, i.e. particle or polygon defined.
And it always sucks.
It's impossible to do it well using polygons, the best you can do is something that looks passable from a distance and creates lots of overdraw and uses lots of polygons. It looks OK in HL1 because HL1 looks crap and therefore it's fitting that the light looks crap too, if you use crap lighting in NS2 it's going to stick out.
I wouldn't suggest making it a gameplay mechanic under any circumstances because it's not a fun mechanic, and it has the same problems as darkness does.
It's impossible to do it well using polygons, the best you can do is something that looks passable from a distance and creates lots of overdraw and uses lots of polygons. It looks OK in HL1 because HL1 looks crap and therefore it's fitting that the light looks crap too, if you use crap lighting in NS2 it's going to stick out.
I wouldn't suggest making it a gameplay mechanic under any circumstances because it's not a fun mechanic, and it has the same problems as darkness does.<!--QuoteEnd--></div><!--QuoteEEnd-->
And I completely agree.
-nobody have power grid there >> no fog less lights on (so not good for aliens and not for marines) neutral
-marines have power grif enabled there >> many light (marines have it better they see in that area all)
-aliens have power grid there >> there is some fog (aliens can hide better marine see less)
or maybe fog/full light only to tech/hive places depending who controlls the area
Mega