Some fog?

PricePrice Join Date: 2003-09-27 Member: 21247Members
edited February 2010 in NS2 General Discussion
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.

Comments

  • friedricekidfriedricekid Join Date: 2009-09-29 Member: 68909Members
    i think that's interesting, but a little overdone in your example. a low lying mist/fog may be cool, but just subtle to add ambiance. the original picture actually seems to have some already.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    How about this?

    <img src="http://img148.imageshack.us/img148/3097/hivefog.png" border="0" class="linked-image" />
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    i love it, very good atmosphere.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    If the finished game actually looks like that I'll
    <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>
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1753709:date=Feb 17 2010, 03:16 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Feb 17 2010, 03:16 PM) <a href="index.php?act=findpost&pid=1753709"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about this?

    <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.
  • KarrdeKarrde Join Date: 2003-05-13 Member: 16264Members
    edited February 2010
    You don't want it like that everywhere though. More is less in game atmosphere. If you saw it everywhere, it'd chew up frames that could be used elsewhere and it'd cease being special. But that is some nice looking shop work. Fog like that would look great in some locales. Especially if you could give it a rolling effect. TBH, most of that could be accomplished pretty easily with some reasonable particle work. Sure, it'd be easier to implement into levels with some kind of engine control that defines it, but programming that might not be worth the time/effort of just utilizing particles.
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    The Fog Effects in Stalker: Clear Sky where absolutely nice made.

    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.
  • GrapeVineGrapeVine Join Date: 2006-12-01 Member: 58803Members
    So I had this awesome original idea: lets add some skulk eggs in the mist to add some creepy atmosphere.

    <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>
  • FortuneFortune Join Date: 2009-04-27 Member: 67290Members, Constellation
    <!--quoteo(post=1753816:date=Feb 18 2010, 09:04 AM:name=GrapeVine)--><div class='quotetop'>QUOTE (GrapeVine @ Feb 18 2010, 09:04 AM) <a href="index.php?act=findpost&pid=1753816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I had this awesome original idea: lets add some skulk eggs in the mist to add some creepy atmosphere.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oh and say... a laser effect covering the mist... it could be blue right? ;)
  • WarLoverWarLover Join Date: 2009-11-05 Member: 69276Members
    I think if they did that it would have to be a option.
    Fog/transparent effects are killer on performance.
    Having it as a option wouldn't be fair though.
    So i don't know.
  • GDWhiteGDWhite Join Date: 2009-07-17 Member: 68170Members
    <!--quoteo(post=1753838:date=Feb 18 2010, 03:53 AM:name=Fortune)--><div class='quotetop'>QUOTE (Fortune @ Feb 18 2010, 03:53 AM) <a href="index.php?act=findpost&pid=1753838"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and say... a laser effect covering the mist... it could be blue right? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    And robotic pole-dancers on the two right pillars for good measure.
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    edited February 2010
    <!--quoteo(post=1753869:date=Feb 18 2010, 05:06 PM:name=GDWhite)--><div class='quotetop'>QUOTE (GDWhite @ Feb 18 2010, 05:06 PM) <a href="index.php?act=findpost&pid=1753869"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Dare i say it? Laserpointers on the marine's guns through the fog.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1753838:date=Feb 18 2010, 11:53 AM:name=Fortune)--><div class='quotetop'>QUOTE (Fortune @ Feb 18 2010, 11:53 AM) <a href="index.php?act=findpost&pid=1753838"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and say... a laser effect covering the mist... it could be blue right? ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Walls should be made of ribcages also.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    As long as it's not volumetric fog. That stuff kills your GPU.

    Particle effect fog is just meh. I would rather something solid is used, less chances of people disabling particles to gain an advantage.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited February 2010
    I have no problem with volumetric fog. If you can't run it then don't, as I can and will I would like the option to.

    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.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    We've been doing light rays using a polygon defined as "light" for years. i.e. HL1.

    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.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited February 2010
    <!--quoteo(post=1754077:date=Feb 19 2010, 08:28 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 19 2010, 08:28 PM) <a href="index.php?act=findpost&pid=1754077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We've been doing light rays using a polygon defined as "light" for years. i.e. HL1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1754085:date=Feb 19 2010, 03:35 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Feb 19 2010, 03:35 PM) <a href="index.php?act=findpost&pid=1754085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And I completely agree.
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    Lerk "reveal" is going to be around here soon, so if he has some gasous attack, we can also have fog ? Or are those two complete different things ?
  • whoppaXXLwhoppaXXL Join Date: 2006-11-03 Member: 58298Members, Reinforced - Shadow
    Well sounds more particle based. But if the Cinematic Editor can do it, it should be no problem to make fog either.
  • Me9aMe9a Join Date: 2008-03-27 Member: 63981Members
    edited February 2010
    how about this idea:

    -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
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