The scale of the texture under the displaced plate on the floor (too small)
and the big 45 angled pillars on the right still seem to end on nothing on the wall, like a flat texture, needs a better finish, if you get what i mean.
9 new shots posted on the <a href="http://mapprogression.tumblr.com" target="_blank">blog</a>, if anyone is interested. :) Here's a shot: <img src="http://i.imgur.com/3BcYv.jpg" border="0" class="linked-image" />
<!--quoteo(post=1778161:date=Jul 13 2010, 10:23 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 13 2010, 10:23 AM) <a href="index.php?act=findpost&pid=1778161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Slycaster... WAY too much orange... tone it down!<!--QuoteEnd--></div><!--QuoteEEnd-->
This is actually a frustrating problem when you start to work with lighting farther away from the white scale. Screenshots always over-emphasize. I've tested it with a few people in game and it's quite a bit different and does not look "overly orange". It has a nice industrial foreboding feel. Also, in response to thal, I hear you. I wish there was the ability to tint the glass on the light props. For the most part the starkness is uncontrollable.
Been a while since I had a look at the forums or had any free time at all :( Looks like there are some Excellent custom levels in development. Looking forward to playing them :)
<!--quoteo(post=1778225:date=Jul 14 2010, 05:00 AM:name=Slycaster)--><div class='quotetop'>QUOTE (Slycaster @ Jul 14 2010, 05:00 AM) <a href="index.php?act=findpost&pid=1778225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wish there was the ability to tint the glass on the light props. For the most part the starkness is uncontrollable.<!--QuoteEnd--></div><!--QuoteEEnd-->
Those white lights are what's saving it. just make a few white spots coming from those white light sources.. it'd break it up a lot and look dead sexy.
4 pics up on the <a href="http://mapprogression.tumblr.com" target="_blank">blog</a>, all revisions of previous areas. Specifically I did some major reworking of the MS again, but I think I really like this design and personally am in love with the lava lighting and can't wait to get real flowing particle lava working well. <img src="http://i.imgur.com/CgPvK.jpg" border="0" class="linked-image" />
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
Yes, that lava lighting is amazing, nice work! In this shot the ceiling seems to be dark everywhere though, it's too consistent. But I guess some highlights might easily disturb that great lava lighting effect from below.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited July 2010
<!--quoteo(post=1778225:date=Jul 13 2010, 09:30 PM:name=Slycaster)--><div class='quotetop'>QUOTE (Slycaster @ Jul 13 2010, 09:30 PM) <a href="index.php?act=findpost&pid=1778225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the glass on the light props.<!--QuoteEnd--></div><!--QuoteEEnd--> If they are in one piece and also just white light textures, you can put a light in front of it with a small diameter and a high light emitting property. This can overpower the white and make the light look any color you want. It's not prefect but it works pretty well...
Here's an example of what I think Kouji means, which I've literally just plopped out of a work in progress to show. The effect isn't 100% as I've got a lot of temporary light sources interfering with the area right now:
Intensity is really what you need to focus on; small radius and high intensity with positional placement. Generally I use between 5 and 10; as you can see here though, for the light which will match the spot light (I removed as to show you the effect better) I used a radius of 20 as it better suited my need.
As I say, and you can see, there's a temporary light or two interfering with my overall effect but that's an example for you.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
You can also use higher values than 255 for the color, although it makes no difference in this case, if you go for higher intensity. But it makes it easy to check (for example) which area a part (down,; up; etc) of the ambient light hits, when you try a 2500 blue.
Nothing amazing, just to keep my routine of a shot a week in here going.. I've just lifted a connecting hallway I made a little while back. Shadows make me think the area is a bit more 'fun'.
Also shows the 'build in progress' design theme coming in to play of the area where the station is set. Even with all this placeholder clean lab set, it needed a twist that will be permanent to the setting.
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
I got a dumb questions here.. I've stopped working with spark when the switch over to steam happened, where the hell is spark and the other tools off there? I have ns2 downloaded on there.
<!--quoteo(post=1781541:date=Jul 22 2010, 01:04 AM:name=ssjyoda)--><div class='quotetop'>QUOTE (ssjyoda @ Jul 22 2010, 01:04 AM) <a href="index.php?act=findpost&pid=1781541"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got a dumb questions here.. I've stopped working with spark when the switch over to steam happened, where the hell is spark and the other tools off there? I have ns2 downloaded on there.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
<img src="http://imgur.com/RIX0B.jpg" border="0" class="linked-image" />
Ladders on the ceiling, as in, removed. :P
The scale of the texture under the displaced plate on the floor (too small)
and the big 45 angled pillars on the right still seem to end on nothing on the wall, like a flat texture, needs a better finish, if you get what i mean.
other than that, cool stuff really !
<img src="http://i.imgur.com/3BcYv.jpg" border="0" class="linked-image" />
This is actually a frustrating problem when you start to work with lighting farther away from the white scale. Screenshots always over-emphasize. I've tested it with a few people in game and it's quite a bit different and does not look "overly orange". It has a nice industrial foreboding feel. Also, in response to thal, I hear you. I wish there was the ability to tint the glass on the light props. For the most part the starkness is uncontrollable.
Looks like there are some Excellent custom levels in development.
Looking forward to playing them :)
Those white lights are what's saving it.
just make a few white spots coming from those white light sources.. it'd break it up a lot and look dead sexy.
<img src="http://a.imageshack.us/img251/5043/spawner.jpg" border="0" class="linked-image" />
<img src="http://img227.imageshack.us/img227/8627/16636356.jpg" border="0" class="linked-image" />
<img src="http://img210.imageshack.us/img210/1953/78235499.jpg" border="0" class="linked-image" />
<img src="http://img194.imageshack.us/img194/4651/15132196.jpg" border="0" class="linked-image" />
Wip hallway. Probably will make a thread for the map once the updated editor and other goodies come out for the alpha.
<img src="http://i.imgur.com/CgPvK.jpg" border="0" class="linked-image" />
In this shot the ceiling seems to be dark everywhere though, it's too consistent.
But I guess some highlights might easily disturb that great lava lighting effect from below.
Looks pretty cool at the moment. Maybe you could make it darker on the hallway areas to give it a creepy feel.
If they are in one piece and also just white light textures, you can put a light in front of it with a small diameter and a high light emitting property. This can overpower the white and make the light look any color you want. It's not prefect but it works pretty well...
<img src="http://imgur.com/xytPP.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/m0XPb.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/dYqA4.jpg" border="0" class="linked-image" />
Intensity is really what you need to focus on; small radius and high intensity with positional placement. Generally I use between 5 and 10; as you can see here though, for the light which will match the spot light (I removed as to show you the effect better) I used a radius of 20 as it better suited my need.
As I say, and you can see, there's a temporary light or two interfering with my overall effect but that's an example for you.
But it makes it easy to check (for example) which area a part (down,; up; etc) of the ambient light hits, when you try a 2500 blue.
<img src="http://i.imgur.com/CuhFM.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/5voWX.jpg" border="0" class="linked-image" />
witty :P
Superb, can't wait to play it. Hope you get super motivated by the incoming alpha and 24/7 map until it's finished.
Also shows the 'build in progress' design theme coming in to play of the area where the station is set. Even with all this placeholder clean lab set, it needed a twist that will be permanent to the setting.
<img src="http://imgur.com/1xwfQ.jpg" border="0" class="linked-image" />
<img src="http://devin-afshin.com/devin/cargo_4.jpg" border="0" class="linked-image" />
Run the launchpad when it asks you.