ns2_perkele2

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Comments

  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    looks nice, love the hive door
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    readyroom looks awesome!
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    edited January 2011
    Looks spooky! I like how you've managed to keep the theme somewhat consistent. Would additional join signs (like road signs) in the main hall do, or would it break the atmosphere? Doesn't really matter though, if both stairways lead to same room (as it seems??).
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1822856:date=Jan 9 2011, 01:28 PM:name=perso)--><div class='quotetop'>QUOTE (perso @ Jan 9 2011, 01:28 PM) <a href="index.php?act=findpost&pid=1822856"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks spooky! I like how you've managed to keep the theme somewhat consistent. Would additional join signs (like road signs) in the main hall do, or would it break the atmosphere? Doesn't really matter though, if both stairways lead to same room (as it seems??).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks and yes, they lead to the same room so it would require a real nut-for-brains to get lost. And actually there's no stairs, it's just a small drop (maybe an elevator shaft) :P I figured ready rooms doesn't have to make all that much sense.
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    <img src="http://ameba.lpt.fi/~kallleo/roskat/ns2_002.jpg" border="0" class="linked-image" />
    I think if you added some spot lights coming down the ramp, it would look pretty good to me! Also, add some more intense ambient lighting. It will enhance that portion of that map a bit more :]
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    edited January 2011
    <!--quoteo(post=1823038:date=Jan 10 2011, 04:53 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jan 10 2011, 04:53 AM) <a href="index.php?act=findpost&pid=1823038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think if you added some spot lights coming down the ramp, it would look pretty good to me! Also, add some more intense ambient lighting. It will enhance that portion of that map a bit more :]<!--QuoteEnd--></div><!--QuoteEEnd-->

    that's EXACTLY what I'm going to do but only because I wan't to and not because you said so! :I
  • doesephdoeseph Join Date: 2009-11-22 Member: 69467Members, NS2 Playtester, Subnautica Playtester
    edited January 2011
    Are you importing a custom cinematic file into the skybox entity or are you doing it old school hammer style?
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1823619:date=Jan 12 2011, 08:46 PM:name=doeseph)--><div class='quotetop'>QUOTE (doeseph @ Jan 12 2011, 08:46 PM) <a href="index.php?act=findpost&pid=1823619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you importing a custom cinematic file into the skybox entity or are you doing it old school hammer style?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Custom cinematic, as it is really easy to create one (just two texture files, one for planet and one for the rest of the sides). Going to replace the planet texture with real rotating planet, though, after I know how to deal with the fog distance. Now the model's dark side appears as gray as fog instead of black because it's so far away :P
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I dont like the pinkish lighting in this area #31 the darker purples and cool blue colours look great together.
  • jamieshepherdjamieshepherd Join Date: 2009-09-04 Member: 68693Members
    Honestly this is one of the first maps (in my opinion) that actually looks good. Great work.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    edited January 2011
    Architecture looks great but the lighting is a bit flat and monochrome.

    I would add a slight tinge of a colour to the lights and increase the brightness a bit. Look at the concept art, you see the lighting is never pure white, there is a always a little bit of green/blue or whatever mixed in, even if its only a tiny ammount.

    Also, try to use lighting to bring out the relief of the details in the textures. Spotlights angled parallel to the surface can achieve this.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    Yeah, lightning isn't one of my strong sides so usually I just stick in placeholders and return to fix them later when the map is closer to the finish. In NS1 I almost over-used the warmer yellowish light. Also in NS1 you got away with shockingly colorful lights, but I'm not sure if it'll be the case this time around. But rest assured, I'm going to fix them some time ;P or just outsource if I fail miserably.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    edited January 2011
    <!--quoteo(post=1825123:date=Jan 17 2011, 03:42 PM:name=uffo)--><div class='quotetop'>QUOTE (uffo @ Jan 17 2011, 03:42 PM) <a href="index.php?act=findpost&pid=1825123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And oh, the big round thing revolves.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Did they add ability to do that or is it something you whipped up?


    I really dig the hallway with the windows. by the time the game releases I don't see blink being a problem.



    EDIT:<i> I quoted your post from "Jan 7 2011, 03:58 PM", forum is wacky, right quote but wrong date.</i>
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--quoteo(post=1825128:date=Jan 18 2011, 01:58 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jan 18 2011, 01:58 AM) <a href="index.php?act=findpost&pid=1825128"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did they add ability to do that or is it something you whipped up?<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's a cinematic file of over stretched barrel model which I intent to replace with a custom prop. Don't know why, but the prop's collision layer is missing on that barrel when testing in-game so you just fall through it.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    ah, cinematic would explain also why it has no collision geometry. I do believe only props (dynamic in this case) would give you what you want. But i haven't figured out how to do that yet. You could use a Collision_Geometry face to stop from falling through as a placeholder i suppose but wouldn't be the same as rotating coolness when you stand on it. Makes me think of the rotating box of dizziness. :)

    You make great use of scaling things to bring atmosphere!
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