<!--quoteo(post=1860266:date=Jul 12 2011, 11:19 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 12 2011, 11:19 PM) <a href="index.php?act=findpost&pid=1860266"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll give you this much, the lighting is awesome. The ground is too flat, the walls are too bland in the first 3 pics. The ceilings and texturing are spot on. Keep it up.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1860083:date=Jul 12 2011, 08:32 AM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Jul 12 2011, 08:32 AM) <a href="index.php?act=findpost&pid=1860083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->somebody else experiencing this?<!--QuoteEnd--></div><!--QuoteEEnd--> Would you mind sharing the cinematic file so i can take a look at it? I had a similar issue and it was a user error on origin of the emitter. But then again the editor is way buggy and prone to crash. Hope you saved backups as you built on it.
<!--quoteo(post=1860301:date=Jul 13 2011, 03:01 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jul 13 2011, 03:01 AM) <a href="index.php?act=findpost&pid=1860301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would you mind sharing the cinematic file so i can take a look at it? I had a similar issue and it was a user error on origin of the emitter. But then again the editor is way buggy and prone to crash. Hope you saved backups as you built on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah sure, i will send it to you! thanks for looking into it! just need your mail adress. pm it or something :)
<!--quoteo(post=1860083:date=Jul 12 2011, 05:32 PM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Jul 12 2011, 05:32 PM) <a href="index.php?act=findpost&pid=1860083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hey guys! i have some problems with the cinematic editor! im placing a "create emitter" on top of my teleporter and it all works fine in the cinematic editor. but when i test it ingame, i do have the problem that my particle effect is placed somewhere else! as you can see in the picture, my particles are to the left of the teleporter, but actually i placed them on top of my teleporter! what did i wrong? or is this a bug? im experiencing the same when placing a model, like the tram, in the cin editor. i animate it, so it is driving a bit and its ingame somewhere else but not on its rail.
edit: updated the picture and added some text<!--QuoteEnd--></div><!--QuoteEEnd-->
if you havent solved this yet, try clicking the emiter and then in 1 of the dropdown at the top theres "center to origin" or something like that. Ive had this as well with one i made, looked fine in the editor because its so f'in hard to rotate it in there but ingame it was miss aligned. Then when i investigated my emiter wasnt centered to 0,0,0
<!--quoteo(post=1868259:date=Aug 10 2011, 08:34 PM:name=Dragon-Guard)--><div class='quotetop'>QUOTE (Dragon-Guard @ Aug 10 2011, 08:34 PM) <a href="index.php?act=findpost&pid=1868259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->if you havent solved this yet, try clicking the emiter and then in 1 of the dropdown at the top theres "center to origin" or something like that. Ive had this as well with one i made, looked fine in the editor because its so f'in hard to rotate it in there but ingame it was miss aligned. Then when i investigated my emiter wasnt centered to 0,0,0<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for posting on this, but Sn.Wolf helped me out with this already. its working all perfectly now. Big thanks to him again :) In fact i misinterpreted some ways of how the cine editor works, its so embarrassing i dont want to clarify xD
I think Squart and myself have to take a break on ns2_rigging soon, due to our studies. So i will start work on ns2_lunacy again in my freetime. it will be interesting, because i improved much regarding geometry since my work on rigging.
I´ve been working on improving my oldest spark project. ns2_lunacy and get it ready for the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116252&st=0&start=0" target="_blank">proving grounds mod</a> by soulrider.
Here a few screenshots. I also reworked the whole marine start and its about 98% done. when its at 100% i´ll upload some screenshots as well
Updated the first post on page 1 with screenshots. Hope you guys can take a look on the map and give some advice :) its not 100% finished, there are 5 more percent to go! :)
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited August 2012
Some nice and interesting spaces! however I think you should limit which style of textures you use per each area (room/hallway). E.g. in this room below, you have used a lot of clean ns2_docking texutres, and they kind of clash with the dirty refinery style ones - especially the gritty floor and the clean purple trim.
Also why have you decided to make it FPS only? ns2 normal mode needs more smaller maps if you ask me :)
<!--quoteo(post=1956234:date=Aug 3 2012, 11:06 AM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Aug 3 2012, 11:06 AM) <a href="index.php?act=findpost&pid=1956234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated the first post on page 1 with screenshots. Hope you guys can take a look on the map and give some advice :) its not 100% finished, there are 5 more percent to go! :)
right now im working pretty hard on the map, hope its getting finished soon. Its lacking playtests, so once its done and tested it will certainly need some rework. Ill take a look on the different textures there. im not sure how the area is suppose to look like. actually the room itself is not finished, due to the missing ceiling above the command station!
I added Lunacy to the Steam Workshop, so you guys can have an updated version all the time. had the download link open for 2 weeks and nobody downloaded it. kinda hard spending hundrets of hours for a map nobody wants to even take a look at
<!--quoteo(post=1956293:date=Aug 2 2012, 10:29 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Aug 2 2012, 10:29 PM) <a href="index.php?act=findpost&pid=1956293"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also why have you decided to make it FPS only? ns2 normal mode needs more smaller maps if you ask me :)<!--QuoteEnd--></div><!--QuoteEEnd-->
since i decided that the map is fps only i made changes to the map, like level over level. so it not possible to change it back so easily.
Hi everyone we are planning a playtest for the map lunacy by Trainee on wednesday 15 aug at 8:00pm join our steam group to get a notification when we start <a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial/" target="_blank">steamcommunity.com/groups/ProvingGroundsModOfficial/</a>
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Updated Proving Grounds mod thread with new build.
I have got to say the cavern is amazing!! If you want to learn to skulk wall jump, may I suggest getting yourself a copy of proving grounds and run a local server, or join up online, and get yourself bouncing around the cavern as a skulk. Walls galore!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
As your not online at the moment, I've just got to say, I've looked at your changes so far, and I think you've nailed it, and you've improved on my ideas!
Can't wait to see it finished and connected up, love the work, keep it up!
I am back to ns2 gaming and mapping for a few weeks! And it feels great how the game improved!
I am working on ns2_lunacy right now for the combat mod and it feels like i have deleted half of the map and it looks incredible. I have made major layout changes! I am so looking forward to test it!
In the meantime, i have experienced some problems with the minimap. Somebody know how to solve that error?
I am back to ns2 gaming and mapping for a few weeks! And it feels great how the game improved!
I am working on ns2_lunacy right now for the combat mod and it feels like i have deleted half of the map and it looks incredible. I have made major layout changes! I am so looking forward to test it!
In the meantime, i have experienced some problems with the minimap. Somebody know how to solve that error?
That's normal, the overview was still generated, all tools crash on exit now...
Yes it was created, but some areas just look simply grey instead of a detailed minimap... thought it has something to do with the errors i got...
Thanks for the response!
Look at the official maps, you can see the dev texture in all of them for areas covered with collisiongeometry, etc. Also props won't render. It's just how it is right now.
Comments
Thanks man! :D
do you know how i get my cinematics work? :(
Would you mind sharing the cinematic file so i can take a look at it? I had a similar issue and it was a user error on origin of the emitter. But then again the editor is way buggy and prone to crash. Hope you saved backups as you built on it.
yeah sure, i will send it to you! thanks for looking into it! just need your mail adress. pm it or something :)
what did i wrong? or is this a bug? im experiencing the same when placing a model, like the tram, in the cin editor. i animate it, so it is driving a bit and its ingame somewhere else but not on its rail.
<a href="http://imageshack.us/photo/my-images/204/2011071200001z.jpg/" target="_blank"><img src="http://img204.imageshack.us/img204/4541/2011071200001z.jpg" border="0" class="linked-image" /></a>
somebody else experiencing this?
edit: updated the picture and added some text<!--QuoteEnd--></div><!--QuoteEEnd-->
if you havent solved this yet, try clicking the emiter and then in 1 of the dropdown at the top theres "center to origin" or something like that.
Ive had this as well with one i made, looked fine in the editor because its so f'in hard to rotate it in there but ingame it was miss aligned.
Then when i investigated my emiter wasnt centered to 0,0,0
Ive had this as well with one i made, looked fine in the editor because its so f'in hard to rotate it in there but ingame it was miss aligned.
Then when i investigated my emiter wasnt centered to 0,0,0<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for posting on this, but Sn.Wolf helped me out with this already. its working all perfectly now. Big thanks to him again :) In fact i misinterpreted some ways of how the cine editor works, its so embarrassing i dont want to clarify xD
I think Squart and myself have to take a break on ns2_rigging soon, due to our studies. So i will start work on ns2_lunacy again in my freetime. it will be interesting, because i improved much regarding geometry since my work on rigging.
I´ve been working on improving my oldest spark project. ns2_lunacy and get it ready for the <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116252&st=0&start=0" target="_blank">proving grounds mod</a> by soulrider.
Here a few screenshots. I also reworked the whole marine start and its about 98% done. when its at 100% i´ll upload some screenshots as well
<img src="http://img837.imageshack.us/img837/8140/2012071700005.jpg" border="0" class="linked-image" />
<img src="http://img600.imageshack.us/img600/2264/2012071700002.jpg" border="0" class="linked-image" />
<img src="http://img41.imageshack.us/img41/439/2012071700004.jpg" border="0" class="linked-image" />
<img src="http://img254.imageshack.us/img254/8969/2012071700003.jpg" border="0" class="linked-image" />
<img src="http://img27.imageshack.us/img27/1913/2012071700001.jpg" border="0" class="linked-image" />
watch out for the next proving grounds patch. New and better version of lunacy will be implemented.
I would love to hear feedback then! especially gameplay and balance ones
Trainee
[-11-] <img src="http://img98.imageshack.us/img98/7960/2012080300011.jpg" border="0" class="linked-image" />
[-12-] <img src="http://img207.imageshack.us/img207/860/2012080300012.jpg" border="0" class="linked-image" />
[-13-] <img src="http://img823.imageshack.us/img823/4475/2012080300013.jpg" border="0" class="linked-image" />
[-14-] <img src="http://img267.imageshack.us/img267/2180/2012080300014.jpg" border="0" class="linked-image" />
E.g. in this room below, you have used a lot of clean ns2_docking texutres, and they kind of clash with the dirty refinery style ones - especially the gritty floor and the clean purple trim.
Also why have you decided to make it FPS only? ns2 normal mode needs more smaller maps if you ask me :)
<!--quoteo(post=1956234:date=Aug 3 2012, 11:06 AM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Aug 3 2012, 11:06 AM) <a href="index.php?act=findpost&pid=1956234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated the first post on page 1 with screenshots. Hope you guys can take a look on the map and give some advice :) its not 100% finished, there are 5 more percent to go! :)
[-11-] <img src="http://img98.imageshack.us/img98/7960/2012080300011.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
right now im working pretty hard on the map, hope its getting finished soon. Its lacking playtests, so once its done and tested it will certainly need some rework.
Ill take a look on the different textures there. im not sure how the area is suppose to look like. actually the room itself is not finished, due to the missing ceiling above the command station!
I added Lunacy to the Steam Workshop, so you guys can have an updated version all the time.
had the download link open for 2 weeks and nobody downloaded it. kinda hard spending hundrets of hours for a map nobody wants to even take a look at
since i decided that the map is fps only i made changes to the map, like level over level. so it not possible to change it back so easily.
its a big combat map :)
we are planning a playtest for the map lunacy by Trainee on wednesday 15 aug at 8:00pm
join our steam group to get a notification when we start
<a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial/" target="_blank">steamcommunity.com/groups/ProvingGroundsModOfficial/</a>
just add me on steam for that or just join up the server :)
latest version for the pg mod, map included! :)
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116252&st=0&start=0" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=0&start=0</a>
Trainee
I have got to say the cavern is amazing!! If you want to learn to skulk wall jump, may I suggest getting yourself a copy of proving grounds and run a local server, or join up online, and get yourself bouncing around the cavern as a skulk. Walls galore!
Can't wait to see it finished and connected up, love the work, keep it up!
I am back to ns2 gaming and mapping for a few weeks! And it feels great how the game improved!
I am working on ns2_lunacy right now for the combat mod and it feels like i have deleted half of the map and it looks incredible. I have made major layout changes! I am so looking forward to test it!
In the meantime, i have experienced some problems with the minimap. Somebody know how to solve that error?
That's normal, the overview was still generated, all tools crash on exit now...
Thanks for the response!
Look at the official maps, you can see the dev texture in all of them for areas covered with collisiongeometry, etc. Also props won't render. It's just how it is right now.
I'd really like to see and play Lunacy. Had great fun on it in the early PG days. I am sure you will make it a great map for Combat
Does combat work atm?