Blog entry - Natural Selection 2 texturing

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Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1628926:date=May 24 2007, 06:03 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 24 2007, 06:03 AM) [snapback]1628926[/snapback]</div><div class='quotemain'><!--quotec-->
    I'd rather them take their time making the NS2TR as packed with stuff and polished as possible before releasing. I wish for at least 5GB of models and prefabs, 15GB of ambience and sfx, and 2GB of textures.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    ...

    Your wish is most likely not going to be granted...
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Unless they decompress everything, like with the PS3.
    Which would be idiotic, because then noone can download NS2TR in a reasonable timeframe.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1628940:date=May 24 2007, 03:51 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ May 24 2007, 03:51 PM) [snapback]1628940[/snapback]</div><div class='quotemain'><!--quotec-->
    Unless they decompress everything, like with the PS3.
    Which would be idiotic, because then noone can download NS2TR in a reasonable timeframe.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It would take me 3h20m <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    that assumes you can max out your connection for the entire 3h20m I presume. It'd be awesome if the NS2TR was released on steam, I wonder if this is possible.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Excellent blog article.
    so far we've seen concept art, prototyping, tools, and now props.
    sweet sweet stuff

    It is what attracted me to the 1st NS when it was in development.
    planning and vision

    keep plugging guys
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    Oldschool....I joined NS, because of this rare type of gameplay. FPS and RTS mixed into one game is everything i allways wanted to have <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.

    Sure, there were and ARE times, where I stop(ped) playing NS, but I allways get back to it. I saw another mod for Half-Life 2, that grabs the same concept style, i think it is called Nuclear Dawn, i dont know right now, but NS is and will be the #1 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.

    Back to topic:

    Hopefully the NS2TR will be released before NS2 will see the community <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> So some maps could be done/be in progress, after NS2 has been released to increase the number of fan made maps in the beginning stages of NS2, what would increase the general interests for NS2 for Non-NS Gamers.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    There would be no point in releasing the NS2TR after NS2, because once NS2 is out all the content would be available for mapmaking. The NS2TR will function in the same way as the NSTR, which you should know because you're oldschool, right?
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1628946:date=May 24 2007, 04:16 PM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ May 24 2007, 04:16 PM) [snapback]1628946[/snapback]</div><div class='quotemain'><!--quotec-->
    that assumes you can max out your connection for the entire 3h20m I presume. It'd be awesome if the NS2TR was released on steam, I wonder if this is possible.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Nearly, I calculated this with a small reserve. Anyway I just wanted to point out, that with a 16mbit pipe you can grab even huge amounts of data rather quickly. Even if you are only having 2mbit, it is still quite acceptable, as long as you have a flatrate.
  • KassingerKassinger Shades of grey Join Date: 2002-02-20 Member: 229Members, Constellation
    edited May 2007
    Imagine NSTR2 released on steam, and then a bunch of people thinks it the demo for NS2 or something, and are disappointed of the total lack gameplay. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    Seriously though, steam would be nice and practical for the tech release.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited May 2007
    <!--quoteo(post=1628996:date=May 24 2007, 08:47 PM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ May 24 2007, 08:47 PM) [snapback]1628996[/snapback]</div><div class='quotemain'><!--quotec-->
    Nearly, I calculated this with a small reserve. Anyway I just wanted to point out, that with a 16mbit pipe you can grab even huge amounts of data rather quickly. Even if you are only having 2mbit, it is still quite acceptable, as long as you have a flatrate.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Few servers can provide that kind of downwidth(?) to multiple people though.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1628926:date=May 24 2007, 09:03 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 24 2007, 09:03 AM) [snapback]1628926[/snapback]</div><div class='quotemain'><!--quotec-->I'd rather them take their time making the NS2TR as packed with stuff and polished as possible before releasing. I wish for at least 5GB of models and prefabs, 15GB of ambience and sfx, and 2GB of textures.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    We're just trying to make the best game ever, not the biggest.

    Max
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1628935:date=May 24 2007, 09:39 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 24 2007, 09:39 AM) [snapback]1628935[/snapback]</div><div class='quotemain'><!--quotec-->
    ...

    Your wish is most likely not going to be granted...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    lol, 15gbs of Sound wow
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    <!--quoteo(post=1628990:date=May 24 2007, 08:24 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 24 2007, 08:24 PM) [snapback]1628990[/snapback]</div><div class='quotemain'><!--quotec-->
    There would be no point in releasing the NS2TR after NS2, because once NS2 is out all the content would be available for mapmaking. The NS2TR will function in the same way as the NSTR, which you should know because you're oldschool, right?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Can't call myself oldschool at all, I'm 19 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> I started playin pc games early, so i played NS when i was young. Sure, I know the NSTR, but I haven't started mapping that time ago, just took a look at it. I started mapping a while after Half-Life 2 has been released, i never really touched the old WorldCraft, only the new Hammer Editor.

    About what I wrote:

    Sometimes companies or so don't even release such things or after the game is done, but then mostly combined with the SDK directly. So I don't know what you guys have planed(the NS Team) <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1628987:date=May 24 2007, 10:59 AM:name=Maxunit)--><div class='quotetop'>QUOTE(Maxunit @ May 24 2007, 10:59 AM) [snapback]1628987[/snapback]</div><div class='quotemain'><!--quotec-->
    Oldschool....I joined NS, because of this rare type of gameplay. FPS and RTS mixed into one game is everything i allways wanted to have <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds to me like you were calling yourself oldschool.
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    <!--quoteo(post=1629040:date=May 25 2007, 12:49 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 25 2007, 12:49 AM) [snapback]1629040[/snapback]</div><div class='quotemain'><!--quotec-->
    Sounds to me like you were calling yourself oldschool.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea, a bit, because NS kind of is oldschool, not because I'm from the so old school <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
    <!--quoteo(post=1629021:date=May 24 2007, 04:19 PM:name=Max)--><div class='quotetop'>QUOTE(Max @ May 24 2007, 04:19 PM) [snapback]1629021[/snapback]</div><div class='quotemain'><!--quotec-->
    We're just trying to make the best game ever, not the biggest.

    Max
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    hahahahahahhah good call.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Cool video.

    Nice to see some of the process as well as the finished products.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    This is the wrong method of creating game art now; this was the method used before per pixel lighting engines were created. it's sad to see that the engine for NS2 is outdated already.
  • MaxunitMaxunit Join Date: 2005-02-01 Member: 39414Members, Reinforced - Shadow
    edited May 2007
    Outdated? o_O They use the currently newest public release from the Source Engine SDK (includes EP1 updates). So i dont think, that this is outdated.
  • J!J! NS2 Artist Join Date: 2004-11-14 Member: 32788Members, Retired Developer, NS1 Playtester
    edited May 2007
    <!--quoteo(post=1629211:date=May 26 2007, 12:46 AM:name=ViPr)--><div class='quotetop'>QUOTE(ViPr @ May 26 2007, 12:46 AM) [snapback]1629211[/snapback]</div><div class='quotemain'><!--quotec-->
    This is the wrong method of creating game art now; this was the method used before per pixel lighting engines were created. it's sad to see that the engine for NS2 is outdated already.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Can I ask what you think the correct method of creating game art would be?
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    <!--quoteo(post=1629214:date=May 25 2007, 09:35 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 25 2007, 09:35 AM) [snapback]1629214[/snapback]</div><div class='quotemain'><!--quotec-->
    Can I ask what you think the correct method of creating game art would be?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Obviously all procedurally generated by now! I mean, look at Spore. You know what, all the maps should be generated too, props and models too. What's this manual modelling stuff? I want every single marine to look different!
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    Yes, and there should be no alien classes. When you try to evolve, it should be a surprise what pops out! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • ArghArgh Join Date: 2004-09-07 Member: 31508Members
    <!--quoteo(post=1629229:date=May 25 2007, 05:26 PM:name=KainTSA)--><div class='quotetop'>QUOTE(KainTSA @ May 25 2007, 05:26 PM) [snapback]1629229[/snapback]</div><div class='quotemain'><!--quotec-->
    Yes, and there should be no alien classes. When you try to evolve, it should be a surprise what pops out! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    That would be awesome.
    +1

    <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1629214:date=May 25 2007, 08:35 AM:name=JJJ1)--><div class='quotetop'>QUOTE(JJJ1 @ May 25 2007, 08:35 AM) [snapback]1629214[/snapback]</div><div class='quotemain'><!--quotec-->
    Can I ask what you think the correct method of creating game art would be?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I think he thinks that the grime you painted on was supposed to be prelighting or something. The kinds of shadows you get from ambient occlusion for instance.

    In any case, ViPr, the Source engine is easily on par with modern engines in almost every aspect, sans perhaps its level editor and the pipeline it takes to get stuff ingame.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Or perhaps he was referring to the way some 3D artists generate textures from much higher poly versions of the models... Not entirely sure that extra effort would be worth it on a small light along the side of a much bigger machine thing of doom.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1629269:date=May 25 2007, 12:31 PM:name=Revenge)--><div class='quotetop'>QUOTE(Revenge @ May 25 2007, 12:31 PM) [snapback]1629269[/snapback]</div><div class='quotemain'><!--quotec-->
    Or perhaps he was referring to the way some 3D artists generate textures from much higher poly versions of the models... Not entirely sure that extra effort would be worth it on a small light along the side of a much bigger machine thing of doom.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    That's generally only for normal maps (almost nobody bakes the color from a high-res version) and even then you're right about that being overkill for a small prop like this.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Well while there is all this hating for hand-sculpted models I think as long as they stay with their art style the custom models will look very nice. If there are things to improve effiency sure but not at the loss of creativity. Modular tools FTW!!!

    <b>vote of confidence</b> in the NS team's method.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    To be fair, <b>one</b> guy hated, the rest of the posts following on from that were either impartial speculation or in defense of the method.
  • ZydecoZydeco Join Date: 2005-03-06 Member: 43794Members, NS1 Playtester
    edited May 2007
    oh noes, he forgot to push save!!!
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1629307:date=May 25 2007, 05:31 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 25 2007, 05:31 PM) [snapback]1629307[/snapback]</div><div class='quotemain'><!--quotec-->
    Well while there is all this hating for hand-sculpted models I think as long as they stay with their art style the custom models will look very nice. If there are things to improve effiency sure but not at the loss of creativity. Modular tools FTW!!!

    <b>vote of confidence</b> in the NS team's method.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't understand a word you wrote.
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