pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited April 2010
Looks really great. It seems though that there are a few too many narrow places for my taste; ..can't be all secondary routes?! :p Anyway, you can't please everyone and I'm sure a lot of people will love it.
I had some good responses from youTube on the video, some requests came in for a video that shows off more detail so I have put together the following video, please excuse the slow panning. :/ I clipped onto the start of the video the level I made for the main menu as a sneek peak of the enviroment to expect from the smelting area I am going to be doing next.
Love the ceiling architecture and lighting Barlow, could you explain how to create dynamic props? I haven't fudged with them at all and it's great to see your fans a' spinnin. I think a quick post about it would do everyone a favor!
Evil_bOb1Join Date: 2002-07-13Member: 938Members, Squad Five Blue
You need a <b>prop_dynamic</b>. In this entity you define the model and the animation. For example the refinery_fan_blade_01.model has three animations, slow, med or fast.
Click on the Little Blue Man Icon <img src="http://www.unknownworlds.com/ns2/wiki/images/f/f9/Toolentity.jpg" border="0" class="linked-image" /> Place a <!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->"prop_dynamic"<!--colorc--></span><!--/colorc--> Browse for the fan model, Quickest way is to place the fan prop using the static_prop so you can use the browser to find the model then copy the file path and paste it into the prop_dynamic.
Finally the final field <!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro-->"animation"<!--colorc--></span><!--/colorc--> - Is the name of the Animation in the model. The fans have 3, they are: <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro--><u>slow</u>, <u>med</u><!--colorc--></span><!--/colorc--> and <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro--><u>fast</u><!--colorc--></span><!--/colorc-->
You cant type the animation name directly into the field you have to type the work out in wordpad or anything and copy-paste.
I havent tried but doors might have <u>open</u> and <u>close</u>.
<!--quoteo(post=1768201:date=Apr 21 2010, 04:48 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Apr 21 2010, 04:48 PM) <a href="index.php?act=findpost&pid=1768201"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I havent tried but doors might have <u>open</u> and <u>close</u>.<!--QuoteEnd--></div><!--QuoteEEnd-->
Dynamic door will show, but under the animation you have to type 'open' or 'closed' (the game doesn't correctly handle doors correctly, but you can have it in their.
:)
Also, I'm able to type directly in the field... so i'm not sure what your issue is with that one..
edit: Just watched the video, Detail is incredible and the architecture is awesome! i love it.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1768230:date=Apr 21 2010, 06:14 PM:name=Genomaxter)--><div class='quotetop'>QUOTE (Genomaxter @ Apr 21 2010, 06:14 PM) <a href="index.php?act=findpost&pid=1768230"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dynamic door will show, but under the animation you have to type 'open' or 'closed' (the game doesn't correctly handle doors correctly, but you can have it in their.
:)
Also, I'm able to type directly in the field... so i'm not sure what your issue is with that one..
edit: Just watched the video, Detail is incredible and the architecture is awesome! i love it.<!--QuoteEnd--></div><!--QuoteEEnd--> If you want proximity triggered doors check out the ns2lua mod. (In the "Making the engine test more playable" thread.) The doors don't actually collide with players, but having them move does at least allow you test out some more of the dynamic visual aspects of a map than you otherwise would be able to.
ns2lua mod also adds resource nozzles and tech points (rather than having them disappear like in the base game).
<!--quoteo(post=1768360:date=Apr 22 2010, 10:12 PM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 22 2010, 10:12 PM) <a href="index.php?act=findpost&pid=1768360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Barlow, did you ever release those 45 degree angle grated walkway props? I'd really like to use it if it's public domain.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd be interested as well. But I think Cory suggested in the screenshots thread that they might add them to the official distribution, so if that's going to happen I can wait for the next patch.
Cory had some issues with opening the models, I made them in Blender and Exported to .3ds for him to edit but the UVMaps where messed up when opened in MAX. :S He did mention though that they will make their own version of it. We will have to see :)
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited April 2010
i love how in the map you have areas where skulks can crawl all over the place, and then through that marines have built their own walkways, its like its two levels in one :)
it makes it seem that there are now boundries to the level, and that there is more than the eye can see :)
One thing I noticed in the video with the marine thirdperson was that you don't always have a shadow casting light.
The problem with that is that if the marine doesn't cast a shadow, it makes it look like it's floating, shadows are important to make things look as though they are actually on the ground, so try adding enough to cover every area.
schkorpio: Totally gotta have them for sure :) Dark Holes = NS2 , There are plenty of sneeky recesses for skulks and lerks as well as purching points for lerks to swoop from.
Chris0132: There a some bugs with shadow casting at the moment so i have had a lot of issues trying to resolve them, I have lit the map using spot lights as the main light source and they all have shadows enabled. There are cases where shadows dont start at the base of props but instead half a foot away regaurdless of the lights 'cone angle', distance and intensity - This happened in the 2nd video with the corss beam skylights, i mostly managed to hide the shadow artifacting and huge shadow offset by reducing the verticle (Z) angle so the light was more from the horizontal X/Y axis.. Most of the problems I seem to have is with lights casting secondary shadows from top down angles or weard behaviour from certain objects. Plus other cases where objects or geometry dont block light/cast shadows at all if not just look simply that way because the shadow has decided to offset off the map, so am just leaving them as is for the moment and see if it gets rectified rather than play with the angle and distance of every light, its eating up a lot of time trying to correct.
Well I don't have a name suggestion, but after seeing the video posted by the devs I just thought i'd say that I love the look and general layout. It'd be great if it became an official map (if you want to go on that road of course)
puzlThe Old FirmJoin Date: 2003-02-26Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
Grats on the friday update, the map looks great.
I was actually thinking of something with 'core' in a sort of a tip of your hat to the style of ns_core, but I'm not sure 'corebound' sounds good. Maybe ns_deepcore might be better.
I was also thinking along the lines of ns_bunker, if the base is underground for structural reasons rather than as some kind of mining or facility. As in, there's a big difference between a facility like the NORAD and a mining operation.
love it, but the rocks look a little human-oid madeish, too many crevices along them, but other than that, im loving it, special cargo transfer, with all the lighting, and objects to hide behind to compensate for the skulks :P and the skylight is win.
good job barlow man, overall looking really sick. grats on the feature etc the 'lattice' piece of roof architecture actually got an out-loud "woah" out of me. Real good work.
Thanks for all the feedback everyone, Totally fantastic. Loads of name suggestions too. keep em comming, Need a good story too if anyone is good at shot stories.
Comments
It seems though that there are a few too many narrow places for my taste; ..can't be all secondary routes?! :p
Anyway, you can't please everyone and I'm sure a lot of people will love it.
I actually like ns2_barlows a lot.
I had some good responses from youTube on the video, some requests came in for a video that shows off more detail so I have put together the following video, please excuse the slow panning. :/
I clipped onto the start of the video the level I made for the main menu as a sneek peak of the enviroment to expect from the smelting area I am going to be doing next.
Thank you all for your feedback.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/yF-9JCezgr4"></param><embed src="http://www.youtube.com/v/yF-9JCezgr4" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Click on the Little Blue Man Icon <img src="http://www.unknownworlds.com/ns2/wiki/images/f/f9/Toolentity.jpg" border="0" class="linked-image" />
Place a <!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->"prop_dynamic"<!--colorc--></span><!--/colorc-->
Browse for the fan model, Quickest way is to place the fan prop using the static_prop so you can use the browser to find the model then copy the file path and paste it into the prop_dynamic.
Finally the final field <!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro-->"animation"<!--colorc--></span><!--/colorc--> - Is the name of the Animation in the model. The fans have 3, they are: <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro--><u>slow</u>, <u>med</u><!--colorc--></span><!--/colorc--> and <!--coloro:#98FB98--><span style="color:#98FB98"><!--/coloro--><u>fast</u><!--colorc--></span><!--/colorc-->
You cant type the animation name directly into the field you have to type the work out in wordpad or anything and copy-paste.
I havent tried but doors might have <u>open</u> and <u>close</u>.
Dynamic door will show, but under the animation you have to type 'open' or 'closed' (the game doesn't correctly handle doors correctly, but you can have it in their.
:)
Also, I'm able to type directly in the field... so i'm not sure what your issue is with that one..
edit: Just watched the video, Detail is incredible and the architecture is awesome! i love it.
:)
Also, I'm able to type directly in the field... so i'm not sure what your issue is with that one..
edit: Just watched the video, Detail is incredible and the architecture is awesome! i love it.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you want proximity triggered doors check out the ns2lua mod. (In the "Making the engine test more playable" thread.)
The doors don't actually collide with players, but having them move does at least allow you test out some more of the dynamic visual aspects of a map than you otherwise would be able to.
ns2lua mod also adds resource nozzles and tech points (rather than having them disappear like in the base game).
I'd be interested as well. But I think Cory suggested in the screenshots thread that they might add them to the official distribution, so if that's going to happen I can wait for the next patch.
He did mention though that they will make their own version of it. We will have to see :)
it makes it seem that there are now boundries to the level, and that there is more than the eye can see :)
simply awesome!
The problem with that is that if the marine doesn't cast a shadow, it makes it look like it's floating, shadows are important to make things look as though they are actually on the ground, so try adding enough to cover every area.
schkorpio: Totally gotta have them for sure :) Dark Holes = NS2 , There are plenty of sneeky recesses for skulks and lerks as well as purching points for lerks to swoop from.
Chris0132:
There a some bugs with shadow casting at the moment so i have had a lot of issues trying to resolve them, I have lit the map using spot lights as the main light source and they all have shadows enabled. There are cases where shadows dont start at the base of props but instead half a foot away regaurdless of the lights 'cone angle', distance and intensity - This happened in the 2nd video with the corss beam skylights, i mostly managed to hide the shadow artifacting and huge shadow offset by reducing the verticle (Z) angle so the light was more from the horizontal X/Y axis.. Most of the problems I seem to have is with lights casting secondary shadows from top down angles or weard behaviour from certain objects.
Plus other cases where objects or geometry dont block light/cast shadows at all if not just look simply that way because the shadow has decided to offset off the map, so am just leaving them as is for the moment and see if it gets rectified rather than play with the angle and distance of every light, its eating up a lot of time trying to correct.
So I'm suggesting NS_DOOM as a map name.. But I also like the name NS_Descent as Delphic suggested.
And epic map so far, Barlow. Looking forward to see more of it.
Or deepcore or something
I was actually thinking of something with 'core' in a sort of a tip of your hat to the style of ns_core, but I'm not sure 'corebound' sounds good. Maybe ns_deepcore might be better.
I was also thinking along the lines of ns_bunker, if the base is underground for structural reasons rather than as some kind of mining or facility. As in, there's a big difference between a facility like the NORAD and a mining operation.
Your lighting is spot on, making the whole shizzle sizzle :P
+1
good job barlow man, overall looking really sick. grats on the feature etc
the 'lattice' piece of roof architecture actually got an out-loud "woah" out of me. Real good work.
ns_downturn
ns_depths
ns_underworld
ns_venture
...were some names that seemed to fit the look you have going.
It's looking good by the way, some bits remind me of Resident Evil.
For that matter: ns_revile!
Thanks all!