[=Alex=]Join Date: 2008-12-25Member: 65866Members, Squad Five Blue
Well first of all I thank you for this wonderful game!
Eh I'm from Argentina made some maps for natural selection ns_legacy ns_station_nova co_level ... And I'm starting to create some for this new vercion.
Here I leave some screems, are very simple compared to some things I saw around here ....
@ Alex, I'm liking the look of a lot of your shots. My only criticism is that in your 2nd post shots 3 and 4, have 'curved' / 'circular' walls. Except they have about the same number of faces as I'd expect in a H1 map, I'd recommend doubling or tripling the number of faces your using to make these curves, that or make it obvious with trim that your aiming for a discrete number of sides rather than a continuous curve.
Other than that, keep working and make a level cause I want to play it :D.
Anyone did port the textures into NS2 yet? It's been a while.. too that I have been on the forum so I don't know.
Got quite a lot of free time lately so I might do it. These are good materials indeed, and much better quality than mine.. damn it ! :P
<!--quoteo(post=1792479:date=Aug 6 2010, 02:50 PM:name=Spacer)--><div class='quotetop'>QUOTE (Spacer @ Aug 6 2010, 02:50 PM) <a href="index.php?act=findpost&pid=1792479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would post a new thread for this, but it's not really worth it. One of the guys making for textures for NS2 released a set of <strike>rejected (and also cleared for release) NS2 textures</strike> revamped versions of old NS textures. They're a nice change to the standard red/grey blue/grey that the NS2 textures have
<a href="http://forums.mapcore.net/viewtopic.php?f=61&t=15428" target="_blank">Here's the download link for the .TGA's but someone's gonna have to make material files for them :(</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I couldn't figure out how to import my models or textures yet so i tossed together a simple little shuttle craft in the spark editor, i was actually impressed of the results you can get with lighting in the editor.
I bring you Shoe Box UX12 Marine Boot transport shuttle.....lol....not pretty but as long as you are stuck inside it doesn't look bad from a distance.
There is a problem with these pk02 textures, they are half the res size as standard ns2 textures, they aint much use unless you use them for a mod that is at least half the world scale of ns2.
it's to steep of an incline, I would assume the ladders that will be implemented will have a entity that can be applied to it later but there is a gorge friendly entrance to that vent nearby.
They do add a bit of a damp humid atmosphere feeling, i'm sure infestation will look right at home in that cave. :P
I suppose textures will become available to match the stalactites or will it be all in the fog and lighting?
and i never even thought of using the cables to connect lights like that, i always just ran them from cracks in the rocks. do you mind if i barrow your idea?
EDIT: Removed quote, no need to double post an image. :)
I like to run wires and pipes, lights and panels that have became loose fallen open with wires hanging out. The new chain props add an eerie feel for ceilings combined with the right shadowing they really rock. :P
Just curious on how the map layout looks for you guys the paint picture is the just the intial planning of the map while the spark is the marine side + the center. Comments Ideas everything is welcome. Also any intersting ideas to have hallways but also at the same time not make them linear alien death, but also not really chunky. Basically something that flows and feels as a hallway but at the same time won't ###### over aliens.
Currently circles (they should all be brown one at the bottom was a rebel) are tech points while squares are resource nodes. I know you're not suppose to have conflicting geomtry in the sense that I have a tunnel going under the center But I think It would be a nice addition and having nothing under there other than a passage will mean the commander doesn't have to try and look at it.
Been fiddling with this are coming from west hive and placed some of the new rock props and used some cinematics to get the effect of a very fast flowing canal with plenty of rocks to make any gorge hydra happy. I will do some playing with the lighting on the final polish but i think it's just about where i want it.
i used a combination of rising steam where it hits each large boulder to simulate water breaking direction (or hide it) and the waterfall, also textures the bottom with the dirt/gravel texture and stretched it to blur it out a bit to give that visual of looking through rushing water.
I'll fraps it so you can see what the effect in motion.
EDIT: You-Tube'd it (very low quality but its there)
Yeah, i played with the lights and can't seem to change it much, the waterfall animation is way to fast to look realistic. I'll leave it alone for now until i can get a better understanding of the cinematic editor and maybe go for a light wash of a stream just a few inches deep.
Wolf - try setting the Particle Alignment for your water emitter to "world," I think that will give you something closer to what you're trying to achieve.
I gave it a shot and it is not there just yet. I changed all the emitters on the existing light waterfall and got a really interesting effect wile viewing within the cinematic, almost like you where in a fast moving stream with allot of air mixing with the water. However the above and side view showed waves that resembled pancakes made of water with gaps in between if that makes sense (more so apparent when i slowed them down). I have a good understanding of how it works now from looking at what was already there and maybe if i can get a light slow moving flat ripple effect i will be in business with that area.
Comments
Eh I'm from Argentina made some maps for natural selection ns_legacy ns_station_nova co_level ... And I'm starting to create some for this new vercion.
Here I leave some screems, are very simple compared to some things I saw around here ....
<img src="http://img163.imageshack.us/img163/6295/ns2triad01.jpg" border="0" class="linked-image" />
<img src="http://img823.imageshack.us/img823/3708/ns2triad02.jpg" border="0" class="linked-image" />
<img src="http://img833.imageshack.us/img833/228/ns2triad03.jpg" border="0" class="linked-image" />
<img src="http://img214.imageshack.us/img214/4213/ns2triad04.jpg" border="0" class="linked-image" />
<img src="http://img189.imageshack.us/img189/3592/ns2triad05.jpg" border="0" class="linked-image" />
<img src="http://img52.imageshack.us/img52/4227/ns2triad06.jpg" border="0" class="linked-image" />
<img src="http://img413.imageshack.us/img413/7343/ns2triad07.jpg" border="0" class="linked-image" />
<img src="http://img688.imageshack.us/img688/4967/ns2triad08.jpg" border="0" class="linked-image" />
<img src="http://img819.imageshack.us/img819/1953/ns2triad09.jpg" border="0" class="linked-image" />
<img src="http://img715.imageshack.us/img715/5522/ns2triad10.jpg" border="0" class="linked-image" />
<img src="http://img828.imageshack.us/img828/1116/ns2triad11.jpg" border="0" class="linked-image" />
Ok ... I hope you like it, spark is easier than the hammer because you have created models that help acrea atmosphere in each level that you do.
PS: Google translator ... je, do not write in English but I read very well so I hope constructive criticism ... cya :)
Very nice,I especially like the outside glass enclosed area and the hallway with a peek outside. :)
Other than that, keep working and make a level cause I want to play it :D.
Got quite a lot of free time lately so I might do it. These are good materials indeed, and much better quality than mine.. damn it ! :P
<!--quoteo(post=1792479:date=Aug 6 2010, 02:50 PM:name=Spacer)--><div class='quotetop'>QUOTE (Spacer @ Aug 6 2010, 02:50 PM) <a href="index.php?act=findpost&pid=1792479"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would post a new thread for this, but it's not really worth it.
One of the guys making for textures for NS2 released a set of <strike>rejected (and also cleared for release) NS2 textures</strike> revamped versions of old NS textures. They're a nice change to the standard red/grey blue/grey that the NS2 textures have
<img src="http://philipk.net/portfolio/textures/pk02_scene.jpg" border="0" class="linked-image" />
<a href="http://forums.mapcore.net/viewtopic.php?f=61&t=15428" target="_blank">Here's the download link for the .TGA's but someone's gonna have to make material files for them :(</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Edit, Converted them all but their specular maps need toning down a lot, I will have filddle tomoz
I bring you Shoe Box UX12 Marine Boot transport shuttle.....lol....not pretty but as long as you are stuck inside it doesn't look bad from a distance.
<img src="http://www.super-nova-team.com/ns2/tempest/shuttle.jpg" border="0" class="linked-image" />
plus nice ship
Here's a shot of something I'm working on, still WIP but here goes:
<img src="http://i177.photobucket.com/albums/w234/Kabelen/crude2wip/roundwip3.jpg" border="0" class="linked-image" />
<img src="http://www.super-nova-team.com/ns2/tempest/118.jpg" border="0" class="linked-image" />
Oh hi me again starting my level for the 100th time.
I might finish all this some day...
Somehting I did a while back, just thrown in couple of the new models.
<a href="http://www.unitedworlds.co.uk/users/2/images/levels/1272019001/1288480945_NRM.jpg" target="_blank"><img src="http://www.unitedworlds.co.uk/users/2/images/levels/1272019001/1288480945_BLOG.jpg" border="0" class="linked-image" /></a>
I suppose textures will become available to match the stalactites or will it be all in the fog and lighting?
and i never even thought of using the cables to connect lights like that, i always just ran them from cracks in the rocks. do you mind if i barrow your idea?
EDIT: Removed quote, no need to double post an image. :)
Progress!
<img src="http://filesmelt.com/dl/NS2Hive_002.jpg" border="0" class="linked-image" />
Does anyone have any good guides on making ceilings? :x
I can seem to do walls and floors just fine but when it comes to looking up I can't do anything D:
Currently circles (they should all be brown one at the bottom was a rebel) are tech points while squares are resource nodes. I know you're not suppose to have conflicting geomtry in the sense that I have a tunnel going under the center But I think It would be a nice addition and having nothing under there other than a passage will mean the commander doesn't have to try and look at it.
<img src="http://i142.photobucket.com/albums/r93/fatboy987789/Ns2_port.png" border="0" class="linked-image" />
<img src="http://i142.photobucket.com/albums/r93/fatboy987789/ns_port.png" border="0" class="linked-image" />
<img src="http://www.super-nova-team.com/ns2/tempest/tempestwesthivehall.jpg" border="0" class="linked-image" />
I'll fraps it so you can see what the effect in motion.
EDIT: You-Tube'd it (very low quality but its there)
<a href="http://www.youtube.com/watch?v=ppWnrcEjQFc" target="_blank">http://www.youtube.com/watch?v=ppWnrcEjQFc</a>
If you do continue down that route though, use the glass model and seal the area off and ramp up the effect 3 or 4x, make it inaccessible to players.
I gave it a shot and it is not there just yet. I changed all the emitters on the existing light waterfall and got a really interesting effect wile viewing within the cinematic, almost like you where in a fast moving stream with allot of air mixing with the water. However the above and side view showed waves that resembled pancakes made of water with gaps in between if that makes sense (more so apparent when i slowed them down). I have a good understanding of how it works now from looking at what was already there and maybe if i can get a light slow moving flat ripple effect i will be in business with that area.