The Post Your Screenshots Thread!

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Comments

  • PolykarbonPolykarbon Join Date: 2004-02-01 Member: 25879Members, Constellation
    update:

    <img src="http://i49.tinypic.com/f3vpx.png" border="0" class="linked-image" />

    feature complete but still rather incomplete. functionality could significantly change with usability testing.

    general to-do list: pipes, wires, etc.
    stairs and multiple exits
    elevator (access and control the top)
    low-budget skybox
    optimize lights / tweak shadows
    start on the next area

    1 hour 47 minutes of design (total)
  • Matt ReganMatt Regan Join Date: 2008-03-23 Member: 63946Members, Retired Developer, NS2 Developer
    <!--quoteo(post=1756097:date=Feb 28 2010, 10:15 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Feb 28 2010, 10:15 AM) <a href="index.php?act=findpost&pid=1756097"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->omg Glimmerman your french is getting better !

    <a href="http://img265.imageshack.us/img265/2673/nsq62.jpg" target="_blank">http://img265.imageshack.us/img265/2673/nsq62.jpg</a><!--QuoteEnd--></div><!--QuoteEEnd-->

    Great lighting Pipi. Looking nice.
  • NortonNorton Join Date: 2005-01-13 Member: 35264Members
    Lookin sweet polykarbon! Maybe a bridge from one side of the room to the other? Feels a little open right now but I'd have to play it to really know.
  • dr_nicdr_nic Join Date: 2007-05-21 Member: 60965Members
    res room ive been workin on

    <img src="http://img716.imageshack.us/img716/6696/resrm2.jpg" border="0" class="linked-image" />

    <img src="http://img696.imageshack.us/img696/1629/resrm1.jpg" border="0" class="linked-image" />
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited March 2010
    Too dark, can't see what it looks like...
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    it looks like lerk heaven thats what :)
  • CardoCardo Join Date: 2002-12-04 Member: 10458Members
    Heh, as soon as I looked at it it reminded me of Jurassic Park 3 in the pteranodon aviary with the bridge in the mist.. So yeah definitely lerk heaven :D

    I'm looking forward to seeing how these kind of areas playout with the aliens being to access parts humans can't or whether people will come up with suitable ways of making it off limits for even the sneakiest skulks.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    Finally decided to actually play with the editor myself this weekend... thought I'd see if spark can do bendy corridors, answer is... not really.

    <a href="http://www.spoonofdeath.com/geeky/spark/bendycorridor.png" target="_blank"><img src="http://www.spoonofdeath.com/geeky/spark/bendycorridor_tn.png" border="0" class="linked-image" /></a>

    might actually have a go at a proper room (and not use pure white lights).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It's not Spark who has to do the bendy corridors though :P
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    That's pretty bendy. All you need to do is work out your angles and apply it to the textures. Problem solved.
  • ItalianmagicItalianmagic Join Date: 2008-12-13 Member: 65755Members
    <!--quoteo(post=1757526:date=Mar 5 2010, 10:03 PM:name=dr_nic)--><div class='quotetop'>QUOTE (dr_nic @ Mar 5 2010, 10:03 PM) <a href="index.php?act=findpost&pid=1757526"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->res room ive been workin on<!--QuoteEnd--></div><!--QuoteEEnd-->

    add more lighting on the catwalks and it'll be more aesthetically pleasing
  • BulletcatcherBulletcatcher Join Date: 2005-01-08 Member: 33823Members
    edited March 2010
    <!--quoteo(post=1757876:date=Mar 7 2010, 01:39 PM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Mar 7 2010, 01:39 PM) <a href="index.php?act=findpost&pid=1757876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally decided to actually play with the editor myself this weekend... thought I'd see if spark can do bendy corridors, answer is... not really.

    <a href="http://www.spoonofdeath.com/geeky/spark/bendycorridor.png" target="_blank"><img src="http://www.spoonofdeath.com/geeky/spark/bendycorridor_tn.png" border="0" class="linked-image" /></a>

    might actually have a go at a proper room (and not use pure white lights).<!--QuoteEnd--></div><!--QuoteEEnd-->

    You should rotate the textures to make them align together... That would make it look way better!

    <img src="http://img51.imageshack.us/img51/6415/ns2size1.jpg" border="0" class="linked-image" />
    I was just messing around and desided to compare the sizes of the three.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1757876:date=Mar 7 2010, 06:39 PM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Mar 7 2010, 06:39 PM) <a href="index.php?act=findpost&pid=1757876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally decided to actually play with the editor myself this weekend... thought I'd see if spark can do bendy corridors, answer is... not really.

    <a href="http://www.spoonofdeath.com/geeky/spark/bendycorridor.png" target="_blank"><img src="http://www.spoonofdeath.com/geeky/spark/bendycorridor_tn.png" border="0" class="linked-image" /></a>

    might actually have a go at a proper room (and not use pure white lights).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Don't use textures with lines in them, use a 'tileless' texture for the floor and ceiling. Which is to say use one that you can't see the tiles on, one you don't have to rotate.

    Alternatively, if spark lets you skew the textures, consider doing that. Or you could put props over the texture seams to hide them, hiding things is a fairly staple practise.

    I think you could do that hallway easy with some creative construction approaches.
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    edited March 2010
    Here are some WIP screens of an NS2 map I've been working on called <b><i>ns_enigma</i></b>:

    First up here's two screens of the mess hall. I'm surprised nobody else made one yet. I'm kinda struggling making the light through the blinds look good. I still have to finish the "kitchen" on the right, which can be used as cover/shortcut for skulks.
    <img src="http://img689.imageshack.us/img689/8813/ns2enigmamesshall1.jpg" border="0" class="linked-image" />
    I'm fiddling with the lighting a lot because I know how much it matters. Anyway, on the right of the screen shot below you can see an emergency escape route. In a high tech facility you'd expect to have one in every room.
    <img src="http://img707.imageshack.us/img707/2368/ns2enigmamesshall2.jpg" border="0" class="linked-image" />

    Secondly here's an area called Y-data. It's called that way because it's shaped like a Y and has a few terminals. :P Or it might be a reference to Xenosaga, which I'm a huge fan of.
    <img src="http://img63.imageshack.us/img63/6922/ns2enigmaydata.jpg" border="0" class="linked-image" />

    As for the map layout and how these areas will fit together: I have a vague idea in my head. I want to wait until the engine test is out to fully get started making my map.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Ah so much work has gone into the floor, yet the ceiling is just a plaint texture :P I like the look though!

    Also try and put the spotlights behind those blinds back a little bit furthet, that is if you have the located close to the blinds. I think it would then cast the shadow you'd want in there! I also found the lack of mess halls, showers, toilets (even just a door) disturbing on most maps... Well there are some NS1 maps that have mess halls!
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Would anyone be able to tell me just HOW to use this new mapping program? Hammer was pretty easy to conquer, but this is just rediculous!

    Kouji, it's your old pal, BlackPlague :]
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Would anyone be able to tell me just HOW to use this new mapping program? Hammer was pretty easy to conquer, but this is just rediculous!

    Kouji, it's your old pal, BlackPlague :]
  • ChuckstarNLChuckstarNL Join Date: 2003-11-23 Member: 23446Members
    Kouji San, I see you're also still awake at this late (or early?) hour. :P

    Yeah, I agree the ceiling looks boring the way it is now. I want the mess hall to look like a futuristic diner <a href="http://photos.igougo.com/images/p264846-Kuhului_Island_of_Maui_Hawaii-Rubys_Diner_front_view_of_restaurant.jpg" target="_blank">sorta like this</a>. Like you said, NS1 has mess halls! People can make more than caves/hallways with the art assets we have now. xD Anyway, I'll probably work on it more tomorrow. Thanks!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Nice to see you around again BP! =]

    Like with any editor once you get to grips with it, learn it, use it more, bang, you find that things become a lot easier.

    Tutorial videos and Mendasps 'time lapse' videos can be found at <a href="http://www.rss2html.com/public/rss2html.php?TEMPLATE=template-3-2-3.htm&XMLFILE=http://gdata.youtube.com/feeds/base/videos/-/sparkmapping?client=ytapi-youtube-browse&v=2" target="_blank">http://www.rss2html.com/public/rss2html.ph...-browse&v=2</a> (Taken from <a href="http://www.naturalselection2.com/tutorials" target="_blank">http://www.naturalselection2.com/tutorials</a> incase that link doesn't work)

    Alternatively 'sparkmapping' in youtube shows all the tutorials in one way or another if you search for them and quite a few user created videos of their own levels.

    #nsmapping is back in Gamesurge if you fancy trying to liven things up a bit and get ideas going or need/want to offer help in using the editor.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2010
    <!--quoteo(post=1758243:date=Mar 9 2010, 05:20 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 9 2010, 05:20 AM) <a href="index.php?act=findpost&pid=1758243"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would anyone be able to tell me just HOW to use this new mapping program? Hammer was pretty easy to conquer, but this is just rediculous!

    Kouji, it's your old pal, BlackPlague :]<!--QuoteEnd--></div><!--QuoteEEnd-->


    Damn how long has it been, good to see people getting back as well :P There are some awesome video tutorials on Spark on <a href="http://www.youtube.com/user/TheRealFlayra" target="_blank">Charlie's Youtube Channel</a>, <a href="http://www.youtube.com/user/mendasp" target="_blank">Mendasp</a> also did a few timelapse video's showing on how the mapping process

    ACK! I got outposted by a few hours already, how'd this happen!!!

    <!--quoteo(post=1758244:date=Mar 9 2010, 05:21 AM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Mar 9 2010, 05:21 AM) <a href="index.php?act=findpost&pid=1758244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Kouji San, I see you're also still awake at this late (or early?) hour. :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    I was up before the sun, darkness followed O.O
  • BulletcatcherBulletcatcher Join Date: 2005-01-08 Member: 33823Members
    So what's <img src="http://img716.imageshack.us/img716/6415/ns2size1.jpg" border="0" class="linked-image" /> used for?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1758307:date=Mar 9 2010, 03:04 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE (Bulletcatcher @ Mar 9 2010, 03:04 PM) <a href="index.php?act=findpost&pid=1758307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So what's <img src="http://img716.imageshack.us/img716/6415/ns2size1.jpg" border="0" class="linked-image" /> used for?<!--QuoteEnd--></div><!--QuoteEEnd-->
    To make TF2 Blu Scout cry?

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/o9PgLm__i7w"></param><embed src="http://www.youtube.com/v/o9PgLm__i7w" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
    <div align='center'><a href="http://www.youtube.com/watch?v=o9PgLm__i7w" target="_blank">http://www.youtube.com/watch?v=o9PgLm__i7w</a></div>


    It's for color correcting and such, making the colors in a scene the way you want them too look. Heck it could even make things black and white :P
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited March 2010
    Hey guys. I wound up messing around with SE, and what I found that it's MUCH easier than Hammer. Developing maps on this will be much easier than said than done. Of course, given that the implementation of rocks, sounds, architecture, and other things will not be fun easy.

    Thaldarin, nice to see you again! We should get a team together, and see if we can re-create the old 1.0 ns_hera... with the old hallway. Yes, THAT hallway :D

    Kouji, thanks for the tip!


    EDIT:

    I must say, this new program is pretty damn amazing. It's very quick, easy, and very correct. The only problem I've come to is creating another "wall" or "ceiling" just to be sure leaks don't happen. But then again, I'm not too savvy on how to re-create the same wall with out copy pasting just like in the old manual.

    I guess as I progress, I'll create a manual for this new thing. It's like driving a Ferrari Enzo in outer space, with out any air.

    My notes on the editor:

    Clean
    Quick
    Processor savvy
    Controls and development tools are easily placed
    etiquette rendering programs initially developed

    All in all, I know this isn't the full version, however, this is MUCH better than the Hammer editor. I guess I'm no longer Thor... God of the Hammer :[ But for fun sake, I am Spark... the all creating!
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1758335:date=Mar 9 2010, 07:06 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 9 2010, 07:06 PM) <a href="index.php?act=findpost&pid=1758335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The only problem I've come to is creating another "wall" or "ceiling" just to be sure leaks don't happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Spark has no leaks. :p

    But yeah, it's a damn neat tool.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited March 2010
    <!--quoteo(post=1758336:date=Mar 9 2010, 11:19 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Mar 9 2010, 11:19 AM) <a href="index.php?act=findpost&pid=1758336"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Spark has no leaks. :p

    But yeah, it's a damn neat tool.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah but when you've used Hammer for 6+ years, and it's a second nature thing to you, you're always fixing EVERYTHING. Corners here, models there, lights here, lights there, spots here, heights, vertexes... a WHOLE lot of stuff. No leaks? Hmmm..... someone call a plumber.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    <!--quoteo(post=1758341:date=Mar 9 2010, 07:33 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 9 2010, 07:33 PM) <a href="index.php?act=findpost&pid=1758341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah but when you've used Hammer for 6+ years, and it's a second nature thing to you, you're always fixing EVERYTHING. Corners here, models there, lights here, lights there, spots here, heights, vertexes... a WHOLE lot of stuff. No leaks? Hmmm..... someone call a plumber.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hah. I can sympathise with that...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1758341:date=Mar 9 2010, 06:33 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Mar 9 2010, 06:33 PM) <a href="index.php?act=findpost&pid=1758341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah but when you've used Hammer for 6+ years, and it's a second nature thing to you, you're always fixing EVERYTHING. Corners here, models there, lights here, lights there, spots here, heights, vertexes... a WHOLE lot of stuff. No leaks? Hmmm..... someone call a plumber.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Heh, remember the larger maps and the awesome problems it had with the clipping hull?
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    dont forget, MAX_PLANES_EXCEEDED .. grrrr
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited March 2010
    <!--quoteo(post=1758355:date=Mar 9 2010, 12:35 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Mar 9 2010, 12:35 PM) <a href="index.php?act=findpost&pid=1758355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->dont forget, MAX_PLANES_EXCEEDED .. grrrr<!--QuoteEnd--></div><!--QuoteEEnd-->


    OH! I HATED those... reading EVERY line in the log trying to figure out where the problem was. Then you'd go back, input the coordinates and fix everything. Even the "fix errors" button didn't work. Hopefully this time this won't be the case :D



    Does anyone remember the VERTEX MONSTER? Only way to make rocks looks like rocks was to polymorph EVERY square into a triangle, copy paste, copy paste, and create everything from scratch? I remember those good ol' days :]... i hated the good ol' days >_<
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Yeh, now we have a grey soup we just throw loads of polys into and it dont give a damn about no holes. yayyy
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