A new map?
Aragorn
Join Date: 2002-01-26 Member: 98Members
<div class="IPBDescription">Just a test...</div>Hi all.
Two days ago I tried the NSTR and started to design a corridor of an infested spaceship.
<img src="http://www.apcnet.de/bilder/ns_explorer.jpg" border="0">
I'm not sure whether or not to continue. Maybe you can give tips to improve atmosphere or architecture.
Two days ago I tried the NSTR and started to design a corridor of an infested spaceship.
<img src="http://www.apcnet.de/bilder/ns_explorer.jpg" border="0">
I'm not sure whether or not to continue. Maybe you can give tips to improve atmosphere or architecture.
Comments
your lighting is great... not too dark or bright
More than nice, actually.
I wouldn't put more stuff into it, but create some openings (vents...) to allow alien ambushes.
Maybe make the windows glass a little less transparent - you can only guess that there's something between you and the void right now.
Which only is good, if it's very near the marin starting point.
I agree with everyone else about needing some stuff lying around for cover, crates are always a favourite, or a collapsed roof section. And that hole into space looks a bit weird, change the renderamt to about 100-120 to make it look a bit plasticy.
Texturing is very cool.
--Scythe--
the_only_scythe@yahoo.co.uk
As you requested, I'm going to add more detail and covering. The transparent glass is too transparent indeed. I'll fix that.
At this time the area under the floor isn't accessable. It's just there to make the scene more complex and to add those warm orange lightning effects. But I think this could be a possible hiding place for some nasty aliens. Are there any guidelines for the proportions of their bodies? So I can make this room big enough for them.
The marine starting point will be a docked dropship. Maybe the airlock of the infested spaceship isn't working, so the marines have to brake through. This dropship will be the location of the commander console, too.
The hives will cover all the necessary parts of the ship. Engine room, bridge, communication center and so on.
But it'll take some time. I got exams at the university the next three months. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
Anywho, I love the lighting. Texture lights never seem to work for me...anyone wanna gimme a tutorial?
The use of texture lights isn't difficult:
In your worldcraft directory should be a file named lights.rad. If it doesn't exist, create it.
I show you a part of mine to explain how it works:
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->
+0~FIFTIES_LGT2 252 255 136 2500
HALL_TOPLIGHT_3 19 88 63 800
SHAFTLIGHTS 13 93 160 800
<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->
Each line got the settings for one texture.
At first there is the name of the texture that should light your level.
The first three numbers are the colour of your light. They stand for RGB-Code.
And the last number simply specifies the brightness of your light.
I hope this is useful for you. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The Class 5 is the only one that gets to the 1.33 size, and when he crouches, he becomes the size of a marine.
Class 4 is marine sized.
No clue about 3 or 2.
Class 1 (Bob) is crouched marine size, and it can't get smaller/bigger.
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I can't -wait- to see how you guys pull this off.. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->