Its Me Again

Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
<div class="IPBDescription">with another room for critisizing</div> behind the bars is a small electrical generator powering the surrounding area
other than that its just a hallway corner
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Comments

  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
    I see nothing to critasize except for the 90 degree angles i have Orthogonalphobia (Fear of Right Angles) j/k but u get my point.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited June 2003
    I'd like to seem some door frame added to the far side of the floor hatch (and prehaps a broken button to open it from this side?). The mix of flooring and trim textures looks odd, try using the same ones throughout. Why is their non-slip flooring above the players head? (a nice chunky girder texture might look good there)

    Other than that it's a nice looking area <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Personaly, i only can see darkness and three ligthed areas..
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--oOTOo+Jun 6 2003, 01:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (oOTOo @ Jun 6 2003, 01:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Personaly, i only can see darkness and three ligthed areas.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    adjust the gamma on your monitor
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    updates <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    a hallway with pipes behind the grating on the left
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    looking down the stairs into the hallway from the room in the first pic
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    updated room, note the ladder, button, and a bit of trim
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    looking up into that dark area above the cargo door on the floor
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i think it would look better with the red light coming in a an angle to add a little more ranomd ness to it but hey thats me
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    is there a purpose for the ladder? Are there any buildable spots up there, or any reason at all to have the ladder, or is it just trim? I'm just wondering.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited June 2003
    actually in that dark area im gonna make it a bit brighter and have a door in there, which eventually leads to the marine spawn, the ladder is there to get up there, probably some kind of maintenance room. also i have the red light at that angle specifically so that it shines right onto the button at the top of the ladder
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    big door leading to a hive, not as dark ingame
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I really like the red light coming out of the partialy opened door in the first pic. The rest look very nice to. I very much like the entire feel of the map. However the hallways need a little something to break up the walls, like pipes or computers or some metal post things holding up the ceiling.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Are these shots gamma corrected?/ are you using any env_gamma? At the moment the whole thing looks a bit too grey. Play around with it bit. I just started using the technique in the mapping guidelines that it lists as what Ekaj does, and it has incredibly improved the lighting on my map. Basically, use texture lights with brightness in the 5000 to 8000 range, compile with gamma at .9 or so, and use a large amount of env_gamma. It gives it tons of contrast and really makes the whole thing glow.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    .9 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> isnt that only 90% brightness? Or do you mean 1.9? Some tall guy said the last pic is brighter in-game so maybe he used env_gamma. I tried it in Corel Photopaint and made the pic 100% more intense... actually you can see something now *g*. It even looks quite good.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    actually its all brighter ingame, its just all photos i take appear darker in the pics
    and im working on adding details to the walls as we speak
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    no, I actually meant .9 gamma. You make the lights really bright in the rad file, but you use the gamma of .9 to get the shadows really dark. Then you use env_ gamma to get the lights bright again.

    Post some gamma corrected shots. Its hard to judge anything if things look different in game.

    BTW: I didn't know anyone else used CorelPhotopaint <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RR_Co-NRR_Co-N Join Date: 2002-12-11 Member: 10524Members
    edited June 2003
    <!--QuoteBegin--Obliterater+Jun 6 2003, 06:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obliterater @ Jun 6 2003, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really like the red light coming out of the partialy opened door in the first pic.  The rest look very nice to.  I very much like the entire feel of the map.  However the hallways need a little something to break up the walls, like pipes or computers or some metal post things holding up the ceiling. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i was about to say the same thing.

    i really really like the glowy red light comming from the partially opened door on the floor.
    But right now its an entity right? the red stripe on the wall doesnt look very good to me. Use texture lighting in there. I think it'll look better that way.

    nice clean mapping.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    mmm, nice, maybe some electrical arcs there would make it cool!
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited June 2003
    hows this for gamma?
    note that ive added 2 texture lights beneath the door on the floor to make 2 red rays coming out, u can see the effect if your not colour blind.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
  • NayNay Join Date: 2002-06-09 Member: 741Members
    m8, its looking alot better from your previous shots, just keep working into it, adding detail, ( computers, lights, pipes etc) and it will come out to be looking really nice, also try a few different textures on walls to see which works best look in my latest thread

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=34324&st=0#entry457168' target='_blank'>http://www.unknownworlds.com/forums/in...t=0#entry457168</a>

    I`m basically showing how working into something can really make a strong difference

    hope to see more soon
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    ya, more detail is gonna come in once i have all the basic stuff done
  • NayNay Join Date: 2002-06-09 Member: 741Members
    nice map tho m8, looks like it might go far
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    <!--QuoteBegin--moultano+Jun 6 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Jun 6 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Are these shots gamma corrected?/ are you using any env_gamma? At the moment the whole thing looks a bit too grey. Play around with it bit. I just started using the technique in the mapping guidelines that it lists as what Ekaj does, and it has incredibly improved the lighting on my map. Basically, use texture lights with brightness in the 5000 to 8000 range, compile with gamma at .9 or so, and use a large amount of env_gamma. It gives it tons of contrast and really makes the whole thing glow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sorry all if i disturb the thread, but .. moultano i don't understand what you mean here. Where does the first 0.9 gamma you speak about take place : are you talking about ns env_gamma or about a special order in your compile tool (gui, batch compiler or hammer) ? Your process involves twice a gamma correction but i don't understand where stands the first one.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    -gamma is a compile parameter for the rad portion of the compile. Basically, this technique has you put in incredibly bright lights, then darken the map with the compile to get shadows, and use env_gamma to brighten it again but gain a lot of contrast in the process.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    ya, thats what i did, except im using 1.2 in the env_gamma and 0.9 in the compiler, it makes it look exactly how i wanted it to
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    I always knew these compiler options are good for something. Now you gave me a clue what for.
    btw... has anybody ever played around with high detail lightmaps, say twice as accurate? How does it look?
    (I know, if you use point lights you will simply have smaller stair effects, but with texture lights this might look cool (?))
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    update!!! this is a hive room, it needs detail to be added, so input is welcomed, and is rewarded with a digital cookie
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