The Post Your Screenshots Thread!

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Comments

  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited January 2011
    Try a less shiny rock texture, scale it up a little and spice everything up with some small rock props.
    Room looks better so far, but still too bright/large omnis for my taste.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    im not too good with lighting. ive got about 15 or so spotlights, about 20 point lights and 2 ambient lights. is that too many?
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    One ambient light is enough (afaik only one works anyway, if their range overlaps).
    Some ppl don't use them at all so try to set it to a very low intensity (like 5) so you can tweak your other lights.
    I don't know what exactly is brightening up your walls and ceiling, but you can also reduce range and intensity of those point lights that you only use to brighten up the area around a light source.
    For example the small lights at the left and right trims: Reduce the point light intensity a bit, move it a bit farther away and lower and use a spot light for a nice cone effect on the wall/floor.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Add some colour while you're at it.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <b>And shadows</b>. How can you see there is a light if there ain't shadows. I can't tell you are using 25 lights in that scene. It just looks like one bright light.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Steer clear of 255/255/255 for a light colour too. You can still get 'white light' with greens, blues, purples, browns, yellows etc.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1826592:date=Jan 24 2011, 10:27 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Jan 24 2011, 10:27 PM) <a href="index.php?act=findpost&pid=1826592"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Braw: I like the photorealistic effect that the bright lighting managed to achieve. Although having the brightness to that level makes me feel a sharpness in my eyes that goes down my retina. Whether that is intended or not, I like it, but I don't know how long I could stand it.

    As for my own level, I tried adding color to the map. Less white, more blue, but having a warm color for the vents underneath.

    <img src="http://oi55.tinypic.com/1z6fkno.jpg" border="0" class="linked-image" />

    Personally, I feel that I managed to add the much desired detail to the walls, while still maintaining the dark hallway look that I oh so dearly wanted to keep. What do you think?<!--QuoteEnd--></div><!--QuoteEEnd-->


    much better - but i think it needs more contrast - especially the under floor lights
  • shakewellshakewell Join Date: 2006-11-01 Member: 58183Members
    some oldies with parts to be re worked over asap..

    <img src="http://i.imgur.com/JQwC0.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/VGaaS.jpg" border="0" class="linked-image" />
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I love all your NS2 stuff, Shakewell. This a full map you're working on?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    It looks great, but I worry that the rooms are too large and will favour aliens.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    edited February 2011
    These are some editor shots from a map I've been working on- there is quite a bit of layout work done on it but the marine area shown below was added later and it is in the process of being fully shaped out. The layout is essentially a U shaped facility that is surrounding and connected to a "ship" section where the marine start is located. Right now the "ship" section and the rest of the map are separate, so a "cargo" and "docking" area need to be finalized.

    Excuse the lighting, it comes out much darker in the editor than in-game.

    <img src="http://img137.imageshack.us/img137/1303/corridor1.png" border="0" class="linked-image" />
    This is the alternative corridor leaving the marine start.

    <img src="http://img193.imageshack.us/img193/8049/stairs1.png" border="0" class="linked-image" />
    This is the end of that alternative corridor, you can see an incomplete stairwell leading to a lower deck and a smaller stairwell leading up to a small room with a resource point.

    <img src="http://img269.imageshack.us/img269/4076/corridorcorner.png" border="0" class="linked-image" />
    This is that same end but looking backwards. To the right you can see the alcove leading to the third deck and to the left you can see the corridor leading to the marine start door. Additionally, in the middle, you can see the entrance to the central connector room.

    <img src="http://img6.imageshack.us/img6/3074/middleab.png" border="0" class="linked-image" />
    This is the middle connector room, the stairs at center lead to the corridor above, the stairs to the right with the door lead to a small room with the power node.

    <img src="http://img87.imageshack.us/img87/1944/power1.png" border="0" class="linked-image" />
    This is the inside of the power node room, its a small offshoot with just enough room for an onos. The node powers the marine start (bridge) and possible some of the corridors around it. The plan for this room is that it is off limits to aliens until later lifeforms, the door acts as a safeguard of gameplay- if the aliens have the other tech points and the marines turtle, the higher life forms can take this down and the game can end gracefully.

    <img src="http://img62.imageshack.us/img62/1487/lookingatcorridor2.png" border="0" class="linked-image" />
    This is still the central connector room, but looking at the opposite side. The corridor visible is the interior corridor, a secondary way to navigate between the primary corridors.

    <img src="http://img143.imageshack.us/img143/2792/corridor21.png" border="0" class="linked-image" />
    This is the top of those stairs looking into the interior corridor. Note the ladders and hatch, that is a door on its side acting like a hatch. It opens/closes as you walk near and just enough of it is accessible such that marines could weld it. If it is possible to set it I'll probably disable lockability on it, but welding is cool if the marines really want to close this one (it is helpful).

    <img src="http://img97.imageshack.us/img97/2531/ladder1.png" border="0" class="linked-image" />
    Here is the detail of the hatch or sideways door. The ladder area is going to be more detailed and will have more complicated geometry later, at this point it is a placeholder while the other areas are shaped and placed.

    <img src="http://img29.imageshack.us/img29/8728/ladder2.png" border="0" class="linked-image" />

    This is where the ladder ends up- the ladders are actually on both sides of the walls, so this is facing the other way. This ensures that the room you see is not under the other corridor, its right next to it. To the right you can see the landing of the primary corridor stairwell.

    <img src="http://img148.imageshack.us/img148/51/stairs2.png" border="0" class="linked-image" />
    This is the top of the stairs from the previous image, looking down to where the bottom of the ladder is. This stairwell is the primary route from marine start and will lead to the docking bay. There will be alternative entrances to the ship, including a "cargo" of sorts and possibly others, but this one is going to be the largest and most obvious entrance.

    If this ever gets finished it'll probably be called ns_epic so i want to claim it now just in case :D
  • antarezantarez Join Date: 2003-08-20 Member: 20018Members
    This geometry is amazing. Reminds me of ns_nothing with an extra sci-fi-factor. Hope it has some larger rooms though. Nice.
  • Mr. EpicMr. Epic Join Date: 2003-08-01 Member: 18660Members, Constellation
    <!--quoteo(post=1829974:date=Feb 5 2011, 11:57 PM:name=antarez)--><div class='quotetop'>QUOTE (antarez @ Feb 5 2011, 11:57 PM) <a href="index.php?act=findpost&pid=1829974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This geometry is amazing. Reminds me of ns_nothing with an extra sci-fi-factor. Hope it has some larger rooms though. Nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thank you. There are many larger areas, I just haven't revisited them since doing the connecting corridors. The motifs developed in the smaller areas will help make the bigger ones feel right, so once I get the rooms all in place I'll go back and get them together. Would anyone be willing to take a look at the layout if I put a tentative one up?
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Would anyone be willing to take a look at the layout if I put a tentative one up?<!--QuoteEnd--></div><!--QuoteEEnd-->
    And easy way to do this is to make a topdown screenshot and post it here :)
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Will be interesting to see how that map works out. It's very cramped, claustrophobic and overall as friendly to Oni as the North of Korea is to the South.

    Liking the style though, it's a good base.
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
    <!--quoteo(post=1826451:date=Jan 23 2011, 05:01 PM:name=Braw)--><div class='quotetop'>QUOTE (Braw @ Jan 23 2011, 05:01 PM) <a href="index.php?act=findpost&pid=1826451"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/6NHAt.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    This looks really great, almost photo realistic.
  • zone_Blackwolfzone_Blackwolf Join Date: 2004-06-20 Member: 29415Members
    <!--quoteo(post=1834841:date=Feb 24 2011, 11:03 PM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Feb 24 2011, 11:03 PM) <a href="index.php?act=findpost&pid=1834841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This looks really great, almost photo realistic.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--fonto:Arial Black--><span style="font-family:Arial Black"><!--/fonto-->absolutely!<!--fontc--></span><!--/fontc-->
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    First thing that popped up in my head when looking at your screenshot, Braw, was ns_nothing. In a very good way! It looks fantastic. But I agree with said comment about it being a bit too harsh. Tone it down and add ambient light and it's golden!
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Just to show I am still alive, an almost complete crappy linking corridor from a resource point to marine spawn, the lighting I think, really needs something else, but I don't know what..

    <img src="http://i.imgur.com/vbBEm.jpg" border="0" class="linked-image" />
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited March 2011
    I'd say remove half of those white lights at the railings and increase the brightness/range of the remaining ones to have more effect on the floor.
    Also the upper part of the walls could be darker and then I'd use a point light (high range, low brightness) above each shadowcasting ceiling grate to brighten up that heigher, light-emitting ceiling part and the nearby walls.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I'm liking the layout but i can't put my finger on it but something is not working with the lighting. It seems to me that room would love a little color shining from the bottom upwards....but...i couldn't tell you where....hmmmmm. Maybe tone down like suggested above and push some color to the lower areas but it's kinda hard to judge on what would work best. Do you have another screen of that room from a different angle?
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    i'm confused about the shadow, the ceiling grates are not continuous down the hall, but the shadow is. seems like you need an upwards facing geometry to cast a shadow for solid plates that break up the grates in the ceiling.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The lights are hanging off of partially constructed internal ceiling joints, I quite like the semi-broken/made look I've developed with that. Although for this corridor I've gone away from that now anyway, I've relit it with no light above there and that's as far as I'm going with it. The marine spawn is the next area which I'm focusing on, that'll take a while, got to do something nice for that =]
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    My latest attempt to do the same room I've been trying to make since the pre-alpha. It's not completely sealed yet but I just want to post it to get some feedback. Feedback is good for motivation :)

    <img src="http://i177.photobucket.com/albums/w234/Kabelen/crude2wip/ns2_crude_proc_wip01.jpg" border="0" class="linked-image" />


    It's from the NS2 remake of my own ns_crude. I'll probably change the name of the map. Layout will be different than the ns1 map, but it will have many of the same locations. Anyone who can guess which room this is supposed to be?(I guess not but for the fun of it :) )
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    That's a good start, I like the shape of the room.
    I think the middle part needs some work.
    Some thin vertical trims for the outer part so it's not just a single texture and maybe make it stand out a little.
    Have you thought about a ceiling for that middle part similar to the outer shape of the room?
    Then heigher ceilings all around that middle part with some nice crossbeams for skulks/lerks.

    Imho those spotlights at the outerwalls should also cast a nice cone on the wall and not only lit the floor (looks like the spot light is just to close to the wall though).
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    I'm not sure where you mean I should have vertical trims. On the centerpiece? IE more trim on the trim with the blue lights? Or do you mean the outer ceiling part? I'm confused :/

    The ceiling for the middle part is basically just flat atm, except for some rounded pieces with pipes coming out from them. PHAT pipe supports. I'm not sure about the rest of it. The room is pretty tall as is tbh. I'll be adding some more detail for skulk/lerk cover but I'm not sure I'll use beams for that. I'll have to think something up.

    The spotlights point towards the floor in a 45 degree angle and making it show a cone on the wall seems really wierd since the light is wider than the start of the cone.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Something which I think improves the overall feel is indentation. Trim, then indent the main wall. Makes it stand out more and feel less flat.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    I mean a proper frame around the trim with the blue lights and make both stand out a bit, maybe even a lot so skulks can hide inside the middle part, when marines come around the corner.
  • MasterGMasterG gmfbst Join Date: 2003-08-24 Member: 20169Members, Squad Five Blue
    edited March 2011
    <!--quoteo(post=1838975:date=Mar 27 2011, 06:45 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Mar 27 2011, 06:45 PM) <a href="index.php?act=findpost&pid=1838975"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something which I think improves the overall feel is indentation. Trim, then indent the main wall. Makes it stand out more and feel less flat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +1 for good tip. I'll try out something and post a little test screen later :)

    EDIT:

    Something like this right?

    <img src="http://i177.photobucket.com/albums/w234/Kabelen/crude2wip/wall_indent_test01.jpg" border="0" class="linked-image" />
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Yeah. The skulk wall walking code won't pick it up (I use 4 units) and the overall feel is yeah, we all know in the real world you'd make it flat, but that tiny tiny tiny little groove. Just gives an illusion that the area is much more detail and it's much more pleasing to the eye.
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