New carpet in hive

SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
<div class="IPBDescription">just a place holder or design element?</div>I was wondering if it was just a place holder or should mappers consider this technique into their design?

I have to say the rug looks good, Austin Powers may even call it "groovy baby" but some spots get a little funky for skulks (stuck or hung up) like rockdown near stairs to rail transition but could just be the rail. I think this would be an even cooler element if it had a solid floor and the "infestation" textured faces had no collision geometry......picture this----> a marine knee deep in the stuff with a skulk-shark sneaking around in the undergrowth.

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Placeholder, until we get DI :)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I like the way it squidges under my feet...


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  • zexzex Join Date: 2009-10-07 Member: 68978Members
    screenshot? or is it the same fake infestation added in 160/159 ?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    Fake brushwork using an old infestation texture put there by Barlow. He used the none public displacement tool, I guess...
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    obviously placeholder but it might give clues as to the direction they are going with infestation graphics
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Nah, it's using a very old (pre-alpha engine test) texture. Even the video showing the source bsp map running in "Max's engine" had a better effect for DI...
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    i dunno, i kinda like it. Wonder what the behavior of DI will actually be? What kind of demand will it have on systems. So far ns2 is the only thing i have that is forcing me to upgrade my system and i fear DI will hinder the final product unplayable for allot of people. I now nothing of what it will be or do so this is just speculation.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    I wouldn't worry about it being demanding on hardware, modern (1-2 year old) computers are very adept at pushing polygons. The aspect to think about is whether it will overload servers, since it has to be synced up with everyone's client in order to provide gameplay benefits. With Gorges spreading it around at random and Flamers destroying it, it could be like Hydra spam x 1000. I would suggest as an alternative a specific building that slowly spreads DI within a set radius, and instead of being able to remove the actual effect with flamers, the building would have to be destroyed. This would be way more efficient from the net code perspective.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    before they add it in-game I rather see video of it in action. We've only seen the alpha version of DI, and i'm sure it changed over the years. So waiting for this in-game isn't a problem, but not seeing the updated version of it might be over do.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    <!--quoteo(post=1824173:date=Jan 14 2011, 01:45 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 14 2011, 01:45 AM) <a href="index.php?act=findpost&pid=1824173"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->before they add it in-game I rather see video of it in action. We've only seen the alpha version of DI, and i'm sure it changed over the years.<!--QuoteEnd--></div><!--QuoteEEnd-->

    My guess is that they don't have a functional version yet, it's not that they are keeping it secret - they just haven't figured out how to make it work yet. Just a gut feeling.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I like my new carpet very much. =)

    <img src="http://i1143.photobucket.com/albums/n638/tsalerk/hive_jungle.jpg" border="0" class="linked-image" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Lack of "on walls/ceilings" makes me a sad Gorge though :P
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Ah... Furry wall...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1824153:date=Jan 13 2011, 11:56 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 13 2011, 11:56 PM) <a href="index.php?act=findpost&pid=1824153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He used the none public displacement tool, I guess...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Looks like to me he's just welded a lot of faces together and pulled the vertices to suit.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1824224:date=Jan 14 2011, 03:50 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 14 2011, 03:50 AM) <a href="index.php?act=findpost&pid=1824224"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks like to me he's just welded a lot of faces together and pulled the vertices to suit.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pfsha, if you wannah do it the hard way when they hog all the cool tools :P
  • echsechs Join Date: 2002-12-27 Member: 11568Members, Constellation
    Even that placeholder adds ALOT to the hive location, can't even begin to imagine how awesome DI will be !
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1824229:date=Jan 13 2011, 08:04 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 13 2011, 08:04 PM) <a href="index.php?act=findpost&pid=1824229"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pfsha, if you wannah do it the hard way when they hog all the cool tools :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's actually supposed to be in the public build, I'll have to check on that.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited January 2011
    I would rather not see creep on the walls and ceilings, it would invariably cause weirdness with map geometry and it would mess up the look of the map. It would be nice to see the cutoff on the walls be a little more gradual though, i.e. transitioning to a flat texture at the bottom of the wall or something.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1824537:date=Jan 15 2011, 04:32 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 15 2011, 04:32 AM) <a href="index.php?act=findpost&pid=1824537"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's actually supposed to be in the public build, I'll have to check on that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You get a big hug. <3.
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