Some Noobish Questions?
I am a programmer by trade and I like the NS engine so my knowledge of mapping and such is limited, I've been mucking about with the spark editor and I've got a few questions.
1. Outdoor lighting:
How? when I make a little map, and apply a big bright light, I get an issue where all the shadows have really bad artefacts on the edges. Also some of the shadows aren't in the correct places.
2. Brushes (or what Spark has):
I've seen a few videos where it looks like the mapper is using no geometry from Spark, and is instead building the map entirely from models, is this the way of the future?
3. Model Scale:
I'm sure this is a simple one, but perhaps I'm goggling the wrong keywords. If I'm building something in Blender/Maya how do you get the scale right?
4. Outdoor Maps:
Not so much a question but curious how other people would do this. I made a simple town in Hammer once to muck about with AI and the like, would it be better to make the buildings in a 3D editor (Blender...) when it comes to the NS engine.
Thanks
1. Outdoor lighting:
How? when I make a little map, and apply a big bright light, I get an issue where all the shadows have really bad artefacts on the edges. Also some of the shadows aren't in the correct places.
2. Brushes (or what Spark has):
I've seen a few videos where it looks like the mapper is using no geometry from Spark, and is instead building the map entirely from models, is this the way of the future?
3. Model Scale:
I'm sure this is a simple one, but perhaps I'm goggling the wrong keywords. If I'm building something in Blender/Maya how do you get the scale right?
4. Outdoor Maps:
Not so much a question but curious how other people would do this. I made a simple town in Hammer once to muck about with AI and the like, would it be better to make the buildings in a 3D editor (Blender...) when it comes to the NS engine.
Thanks
Comments
2.Their is a lot of geometry, but also a lot of props, NS2 is a more prop heavy game than most, but geometry plays a major role in making maps stand out.
3. You should try and get the reference models, like import the marine model into blender and stuff(i dunno how)
4. Outdoor maps are gonna be really tricky it seems with NS2, as for now id leave outdoor mapping alone and wait for more info about it, i remember reading somewhere on here that it will be addressed
That mapping guide is linked in mah profile.
<!--quoteo(post=1779173:date=Jul 15 2010, 06:10 PM:name=Hoodedsniper)--><div class='quotetop'>QUOTE (Hoodedsniper @ Jul 15 2010, 06:10 PM) <a href="index.php?act=findpost&pid=1779173"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1. Those artifacts are usually graphic card related, whats your card?<!--QuoteEnd--></div><!--QuoteEEnd-->
I only get them when making very bright and large lights. Any other time it's fine. 260 GTX nvidia.
In theory it's possible to make an entire map from 3ds max or a similar program since i heard props are handles like geometry in the engine. But considering the additional workload of having to model and skin an entire map it's easyer to slap a texture on a face (spark works with faces)
Model scale = standard US inches i belive. 3DS max has an option to either set to cm or inch, just set your program to inch. It's still possible to work with centimeters though, just scale the whole thing up 2.54 times when your finished. Personally i just set it to inches.
Outdoor is pretty much out of the question, since there are 2 sand textures and thats it. Everything else you'd find indoors. But, if i where to make a map in wait of those textures i'd definitly make the buildings entirely out of geometry, while anything inside is made out of props. couches, chairs, preferably even the kitchen sink. but floors, windows, stairs (this is a tossup, traditionally i'd make them all in spark but there are prop-stairs in as well) will be geometry.
Which would basically come down to making a house in 30-40 minutes and then spending 3 weeks filling the insides.
I for one would love to fight in a forest on an alien planet, at a remote digsite or excavation camp thingy.