<!--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...
<!--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" />
puzlThe Old FirmJoin Date: 2003-02-26Member: 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.
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.
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?
<!--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.
KassingerShades of greyJoin Date: 2002-02-20Member: 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.
<!--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.
<!--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.
<!--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" />.
<!--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.
<!--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" />
<!--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.
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.
<!--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?
<!--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!
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" />
<!--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-->
<!--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.
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.
<!--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.
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.
<!--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-->
Comments
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...
Which would be idiotic, because then noone can download NS2TR in a reasonable timeframe.
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" />
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
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.
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.
Seriously though, steam would be nice and practical for the tech release.
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.
<!--QuoteEnd--></div><!--QuoteEEnd-->
We're just trying to make the best game ever, not the biggest.
Max
...
Your wish is most likely not going to be granted...
<!--QuoteEnd--></div><!--QuoteEEnd-->
lol, 15gbs of Sound wow
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" />.
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.
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" />
We're just trying to make the best game ever, not the biggest.
Max
<!--QuoteEnd--></div><!--QuoteEEnd-->
hahahahahahhah good call.
Nice to see some of the process as well as the finished products.
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?
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!
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" />
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.
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.
<b>vote of confidence</b> in the NS team's method.
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.