Currently Work-In-Progress: (left-door: "Anti-onos", right-door: all) <img src="http://i.imgur.com/kTSOH.jpg" border="0" class="linked-image" /> Currently Work-In-Progress: the other side of view <img src="http://i.imgur.com/Pydwt.jpg" border="0" class="linked-image" />
I very much like the geometry/curvy shape, but I think the texture selection on the walls seems a bit random/mismatched. Maybe try something a bit more consistant and see how it looks?
<!--quoteo(post=2042186:date=Dec 8 2012, 11:59 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Dec 8 2012, 11:59 PM) <a href="index.php?act=findpost&pid=2042186"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->its hurts my brain thinking about making that window frame in the editor :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it is quite <a href="http://rudyk.wz.cz/tutorial-1.html" target="_blank">simple</a> :)
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Hmm for that floor I'd rather have a curved spline like most RTS editors have, in general the texture tool makes my head hurt. Those screenshots are quite something btw, luvin' the lighting!
<!--quoteo(post=2045127:date=Dec 13 2012, 04:12 PM:name=hookeyed)--><div class='quotetop'>QUOTE (hookeyed @ Dec 13 2012, 04:12 PM) <a href="index.php?act=findpost&pid=2045127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Man, that is one cool looking ridge. Was this a particular request? Looks like part of an alien themed level.<!--QuoteEnd--></div><!--QuoteEEnd-->
The concept art for the first alien and many of Giger's other works are the inspiration behind it.
It's for my own map I plan on doing over the long run - for now I'm making a "proof of concept" scene just to see if I can nail his biomechanical style in 3d, it'l also be a nice portfolio peice for me.
After many attempts at messing around with the editor and learning what everything does, I've finally come up with a form of shapes that could call itself a map. It's got nothing on the level of quality of some of the things you guys have created though.
I just don't know where to go from here. I did intend for this to be a co_ map but I know nothing about layering or that Occlusion stuff, and I might have stuffed up a few corridors making them too small for 2 Onos and perhaps made the ceilings too low for Fades and Lerks to move about in.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited December 2012
<!--quoteo(post=2047821:date=Dec 19 2012, 01:36 PM:name=m0rd)--><div class='quotetop'>QUOTE (m0rd @ Dec 19 2012, 01:36 PM) <a href="index.php?act=findpost&pid=2047821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just don't know where to go from here. I did intend for this to be a co_ map but I know nothing about layering or that Occlusion stuff, and I might have stuffed up a few corridors making them too small for 2 Onos and perhaps made the ceilings too low for Fades and Lerks to move about in.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good start, occlusion is much easier than you think, you just put some really boxy and simple geometry around your entire map and added it to a group called occlusiongeometry in the editor(you'll have to manually make a new group and give it this name, that is it!)
Since your map is fairly low detail atm, you could easily create some occlusion in about 5 seconds by selecting all, filtering it to faces only, increase the size it by 2 units in all directions with the scale tool. add it to the occlusiongeometry group - done.
of course you probably don't want to put in any occlusion into the map until you are pretty much finished playing with the layout, it gets a bit annoying having a second set of faces to worry about when you are changing things a lot early on.
layers? you probably don't even need layers for a map that small, perhaps put each room into a layer each just so you can hide the rest of the map while you are editing one area in particular. it'll speed up the map editor performance as well as keep things tidy and stop you from accidentally changing things in other areas. edit actually you will want atleast one layer - and that is for your occlusion geometry, so that you can hide it while working on the actual map so that it doesnt get in your way. you may also want layers for your lights and props
open an official map and you'll see that they divide each room up into many layers as well as other things to keep it all very organised
Finally managed to get some more progress on the ns2_lost remake/reimagining after having major issues with Spark, can't wait to post some screenshots soon!
<!--quoteo(post=2045198:date=Dec 13 2012, 11:38 PM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Dec 13 2012, 11:38 PM) <a href="index.php?act=findpost&pid=2045198"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The concept art for the first alien and many of Giger's other works are the inspiration behind it.
It's for my own map I plan on doing over the long run - for now I'm making a "proof of concept" scene just to see if I can nail his biomechanical style in 3d, it'l also be a nice portfolio peice for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your values are way off, all of Giger's stuff is way darker and more blue/green.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Your values are way off, all of Giger's stuff is way darker and more blue/green.<!--QuoteEnd--></div><!--QuoteEEnd-->
You're just plain wrong on this. I have a good collection of gigers work and it's far from all being "way darker" in colour. Yes theres darker work, but theres also plenty in pale whites/browns (which I'm currently trying out).
I'l be trying different texture styles until I find something I'm happy with.
I've been working on a remake of co_blackmesa, a custom map from NS1 and It's been very slow and tidious process, but I have made something atleast. Also, this is literally my first mapping project with spark, so hopefully it won't look like a total mess!
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=2056407:date=Jan 5 2013, 03:36 AM:name=-Mike-)--><div class='quotetop'>QUOTE (-Mike- @ Jan 5 2013, 03:36 AM) <a href="index.php?act=findpost&pid=2056407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've been working on a remake of co_blackmesa, a custom map from NS1 and It's been very slow and tidious process, but I have made something atleast. Also, this is literally my first mapping project with spark, so hopefully it won't look like a total mess!
That's it for now. Hopefully it didn't look too bad. Brushwork is my weakspot, rubbish at it!<!--QuoteEnd--></div><!--QuoteEEnd-->
I like it, there's definitely a good sense of design in your prop arrangement. The server room is my favourite. Try and do a few more elaborate things in geo, even though you're not confident at it right now. You'll get better with time :)
It is a styletest for future map, but I am not going to continue this one until the "texture lock" will not be improved. I don't want to loose all my hair :-)
Comments
Currently Work-In-Progress: (left-door: "Anti-onos", right-door: all)
<img src="http://i.imgur.com/kTSOH.jpg" border="0" class="linked-image" />
Currently Work-In-Progress: the other side of view
<img src="http://i.imgur.com/Pydwt.jpg" border="0" class="linked-image" />
its hurts my brain thinking about making that window frame in the editor :)
Actually it is quite <a href="http://rudyk.wz.cz/tutorial-1.html" target="_blank">simple</a> :)
An extra button in the Paint tool with something like set rotation to face would be super sweet :D
<img src="https://dl.dropbox.com/sh/rkmib0wj0ij5one/kjuZLH85Wt/proptesteditor.jpg" border="0" class="linked-image" />
The concept art for the first alien and many of Giger's other works are the inspiration behind it.
It's for my own map I plan on doing over the long run - for now I'm making a "proof of concept" scene just to see if I can nail his biomechanical style in 3d, it'l also be a nice portfolio peice for me.
<img src="http://i.imgur.com/UX4Ik.jpg" border="0" class="linked-image" />
<img src="http://www.tinyuploads.com/images/zk7iXf.png" border="0" class="linked-image" />
I just don't know where to go from here. I did intend for this to be a co_ map but I know nothing about layering or that Occlusion stuff, and I might have stuffed up a few corridors making them too small for 2 Onos and perhaps made the ceilings too low for Fades and Lerks to move about in.
Good start, occlusion is much easier than you think, you just put some really boxy and simple geometry around your entire map and added it to a group called occlusiongeometry in the editor(you'll have to manually make a new group and give it this name, that is it!)
Since your map is fairly low detail atm, you could easily create some occlusion in about 5 seconds by selecting all, filtering it to faces only, increase the size it by 2 units in all directions with the scale tool. add it to the occlusiongeometry group - done.
of course you probably don't want to put in any occlusion into the map until you are pretty much finished playing with the layout, it gets a bit annoying having a second set of faces to worry about when you are changing things a lot early on.
layers? you probably don't even need layers for a map that small, perhaps put each room into a layer each just so you can hide the rest of the map while you are editing one area in particular. it'll speed up the map editor performance as well as keep things tidy and stop you from accidentally changing things in other areas.
edit actually you will want atleast one layer - and that is for your occlusion geometry, so that you can hide it while working on the actual map so that it doesnt get in your way. you may also want layers for your lights and props
open an official map and you'll see that they divide each room up into many layers as well as other things to keep it all very organised
<img src="http://imageshack.us/a/img19/710/2012123000001.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img849/3534/2012123000002.jpg" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img17/5536/2012123000003.jpg" border="0" class="linked-image" />
It's for my own map I plan on doing over the long run - for now I'm making a "proof of concept" scene just to see if I can nail his biomechanical style in 3d, it'l also be a nice portfolio peice for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your values are way off, all of Giger's stuff is way darker and more blue/green.
You're just plain wrong on this. I have a good collection of gigers work and it's far from all being "way darker" in colour. Yes theres darker work, but theres also plenty in pale whites/browns (which I'm currently trying out).
I'l be trying different texture styles until I find something I'm happy with.
Image dump!
<img src="http://i49.tinypic.com/2u9lim1.jpg" border="0" class="linked-image" />
<img src="http://i49.tinypic.com/fwnifr.jpg" border="0" class="linked-image" />
<img src="http://i48.tinypic.com/2qk2lhy.jpg" border="0" class="linked-image" />
<img src="http://i48.tinypic.com/34ffgy0.jpg" border="0" class="linked-image" />
<img src="http://i46.tinypic.com/6h2plg.jpg" border="0" class="linked-image" />
<img src="http://i49.tinypic.com/2h6tzth.jpg" border="0" class="linked-image" />
That's it for now. Hopefully it didn't look too bad. Brushwork is my weakspot, rubbish at it!
Image dump!
<img src="http://i49.tinypic.com/2u9lim1.jpg" border="0" class="linked-image" />
<img src="http://i49.tinypic.com/fwnifr.jpg" border="0" class="linked-image" />
<img src="http://i48.tinypic.com/2qk2lhy.jpg" border="0" class="linked-image" />
<img src="http://i48.tinypic.com/34ffgy0.jpg" border="0" class="linked-image" />
<img src="http://i46.tinypic.com/6h2plg.jpg" border="0" class="linked-image" />
<img src="http://i49.tinypic.com/2h6tzth.jpg" border="0" class="linked-image" />
That's it for now. Hopefully it didn't look too bad. Brushwork is my weakspot, rubbish at it!<!--QuoteEnd--></div><!--QuoteEEnd-->
I like it, there's definitely a good sense of design in your prop arrangement. The server room is my favourite. Try and do a few more elaborate things in geo, even though you're not confident at it right now. You'll get better with time :)
<img src="http://i.imgur.com/BDtp5.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/H4YNR.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/aoeXH.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/cNu65.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/fCywx.jpg" border="0" class="linked-image" />
<img src="https://dl.dropbox.com/u/62994473/ns2_hulk_0010.jpg" border="0" class="linked-image" />
It is a styletest for future map, but I am not going to continue this one until the "texture lock" will not be improved. I don't want to loose all my hair :-)
Just been mucking around with an idea i had - feel free to steal as I won't be using it in anything. Wanted to make a very industrial spaceship look
<img src="http://img96.imageshack.us/img96/1931/2013011600001.png" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img15/9499/2013011600004.png" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img96/9823/2013011600003.png" border="0" class="linked-image" />
<img src="http://imageshack.us/a/img138/9341/2013011600002.png" border="0" class="linked-image" />