What am I need to Design a Map Easily
<div class="IPBDescription">This may be personal but you can send yours cuz it is for UW</div>Hello there,
Engine works great, everything is fine. Ok now what I need to design a map are listed here. Thereby I can finish my basic model of my map.
1. A command console view, that I can put sieges or any other stuff easily, to the corner of the rooms etc. When I put a siege, there should be
a circle which shows siege range and if there is a hive and can be sieged from that point hive should be red. This may be also usefull for turrets,
offence chambers against Res. Towers. I know whole items for both rines and aliens are not finished but testing map in Spark Editor as a commander
may be helpfull if it is availble.
2. I would like to use less lights but I want to make lighter maps. Test Engine shows that with these settings mostly maps will be dark, and i remmembered
Quake, Bioshock maps etc. But mostly NS maps are lighter maps. So there should be a general illumination parameter for places or for textures or for areas
or for the map which makes maps lighter in the lit mod without using any lights
3. An easy way to join 2 open rectangles (i.e. doors of 2 rooms). Still I get difficulties while joining 2 parts of the map or maps.
4. Painting 3D top view with colours and we can name places.
5. When I draw a rectangle it may be automatically scaled to default vent sizes may be by using a key. For skulks, fades, onoses.
Thanx for hearing those things.
Regards.
Engine works great, everything is fine. Ok now what I need to design a map are listed here. Thereby I can finish my basic model of my map.
1. A command console view, that I can put sieges or any other stuff easily, to the corner of the rooms etc. When I put a siege, there should be
a circle which shows siege range and if there is a hive and can be sieged from that point hive should be red. This may be also usefull for turrets,
offence chambers against Res. Towers. I know whole items for both rines and aliens are not finished but testing map in Spark Editor as a commander
may be helpfull if it is availble.
2. I would like to use less lights but I want to make lighter maps. Test Engine shows that with these settings mostly maps will be dark, and i remmembered
Quake, Bioshock maps etc. But mostly NS maps are lighter maps. So there should be a general illumination parameter for places or for textures or for areas
or for the map which makes maps lighter in the lit mod without using any lights
3. An easy way to join 2 open rectangles (i.e. doors of 2 rooms). Still I get difficulties while joining 2 parts of the map or maps.
4. Painting 3D top view with colours and we can name places.
5. When I draw a rectangle it may be automatically scaled to default vent sizes may be by using a key. For skulks, fades, onoses.
Thanx for hearing those things.
Regards.
Comments
Also, NS1 is bright because HL is terrible at rending dark areas, NS2 is about atmosphere and they encourage dark corners, etc.
This forum could do with one less d***bag though.
If you want the map brighter just add a light, that's what lights are for, if your room is dark, add an ambient light to make the shadows brighter, a global background illumiation system takes a lot of work to avoid making things look horribly flat, you'll get better looking results if you just add ambient lights where needed.
Engine works great, everything is fine. Ok now what I need to design a map are listed here. Thereby I can finish my basic model of my map.
1. A command console view, that I can put sieges or any other stuff easily, to the corner of the rooms etc. When I put a siege, there should be
a circle which shows siege range and if there is a hive and can be sieged from that point hive should be red. This may be also usefull for turrets,
offence chambers against Res. Towers. I know whole items for both rines and aliens are not finished but testing map in Spark Editor as a commander
may be helpfull if it is availble.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->This is only an engine test not an alpha or gameplay test. Commander view isn't available right now, hold on tight! As far as for testing out sizes etc. the mapping guidelines have given a 900 unit radius around the MASC with splash damage of 394 units around the target<!--colorc--></span><!--/colorc-->
2. I would like to use less lights but I want to make lighter maps. Test Engine shows that with these settings mostly maps will be dark, and i remmembered
Quake, Bioshock maps etc. But mostly NS maps are lighter maps. So there should be a general illumination parameter for places or for textures or for areas
or for the map which makes maps lighter in the lit mod without using any lights
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->A well employed lighting technique is an omni well placed with low intensity (0.1 up to 4) with a high fall off (200-1000) which can light up larger areas and make areas brighter. <!--colorc--></span><!--/colorc-->
3. An easy way to join 2 open rectangles (i.e. doors of 2 rooms). Still I get difficulties while joining 2 parts of the map or maps.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->You can extrude rectangles as in the tutorials or simply create your level a bit more subtractively, so place everything as and when you need it. I suggest watching Mendasps time-lapse videos for such technique here: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=108361" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=108361</a><!--colorc--></span><!--/colorc-->
4. Painting 3D top view with colours and we can name places.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->You can create your layout in photoshop or alternatively print screen your map from top down and do so in photoshop yourself.<!--colorc--></span><!--/colorc-->
5. When I draw a rectangle it may be automatically scaled to default vent sizes may be by using a key. For skulks, fades, onoses.
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->It's a level editor. It requires you to work it and use it, unfortunately you will have to create your faces or place your models with the correct spacing and sizing. All sizes can be seen in the mapping guidelines once again.<!--colorc--></span><!--/colorc-->
Thanx for hearing those things.
Regards.<!--QuoteEnd--></div><!--QuoteEEnd-->
Replied in quotes, in orange. If you need any 'live' help or questions answered I'd be happy to answer them. I will be in #nsmapping for the next 6 hours and will generally be there 1800BST (UK time) onwards.
Don't be an asshat, he's from Turkey. How's your Turkish grammar?
He brings up valid points. I'd hate to see NS2 be shelved as "yet another DOOM-3-esque flashlight simulator" when everyone starts releasing their super-cool-and-spooky pitch black maps with the one 50-radius .25 intensity light in each corner.
The best technique for now is as mentioned--use a single point light with very low intensity over a very large radius with no shadows/environment effects.
I'm pretty sure it's going to be a game that most players resort to using their video drivers to up gamma/contrast to compensate for the darkness.
center of the hive, or only touch of a corner of a hive is enough.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2. I would like to use less lights but I want to make lighter maps. Test Engine shows that with these settings mostly maps will be dark, and i remmembered
Quake, Bioshock maps etc. But mostly NS maps are lighter maps. So there should be a general illumination parameter for places or for textures or for areas
or for the map which makes maps lighter in the lit mod without using any lights
A well employed lighting technique is an omni well placed with low intensity (0.1 up to 4) with a high fall off (200-1000) which can light up larger areas and make areas brighter.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yess, I know this but I want to make fast map by using less lights as engine do in unlit mode. It is like unlit mode with lower ambient light but lights also works. This may be
very helpfull to reduce number of lights and cpu/gpu loads.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->4. Painting 3D top view with colours and we can name places.
You can create your layout in photoshop or alternatively print screen your map from top down and do so in photoshop yourself.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, ofcourse I did It with soldiworks 3D :) I mean this may be usefull while designing a map in editor.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->5. An easy way to join 2 open rectangles (i.e. doors of 2 rooms). Still I get difficulties while joining 2 parts of the map or maps.
You can extrude rectangles as in the tutorials or simply create your level a bit more subtractively, so place everything as and when you need it. I suggest watching Mendasps time-lapse videos for such technique here: <a href="http://www.unknownworlds.com/forums/index....howtopic=108361" target="_blank">http://www.unknownworlds.com/forums/index....howtopic=108361</a>.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ok this problem is happened to me while joining 2 rooms, one of the room is rotated about 135 degree or something like that. So while joining 2 doors of these 2 rooms should be very easy. I try to draw lines but some of 2 lines with other 2 are not being an area. May be it is about positions of rooms and line composition of doors.
When you say you want bright light, I assume you mean you want good visibility. For a given light fixture, experiment with using several lights. For my furnace map, I use a combination of white, orange, red, and pale yellow lights. I never use colors like orange and red by themselves, though. I make sure to pair them with pale yellows and white lights.
The others seem like general face creation, that's up to you to do so ;)
Not sure where you read that they're LoS Cyanide, they still shoot through walls like NS1 sieges.
For range checks I just draw a circle with the circle tool then size it up with the scale tool to 1800x1800 (you can see dimensions at the bottom of the screen when using the tool). Then I move it around the area I'm checking, the move gizmo will always be in the center when you do this.
I feel your pain. They give us a bunch of measurements with no way to measure. Text that hovers above selected lines would make it easier. I also wish vertex snapping was easy to do.
my ns2 is under programms x86
Right now it doesn't seem to work, it doesn't show your updates to the map by reloading. To get your updated map you have to load a second (different) map then load your map again.