great. now it's only a matter of time until we start seeing maps that are filled with nothing but smoke, gas, exhaust, and whatever else that could majorly impair vision. And it'll be all your fault Mr. Cleveland.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited July 2011
<!--quoteo(post=1861668:date=Jul 19 2011, 01:53 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jul 19 2011, 01:53 PM) <a href="index.php?act=findpost&pid=1861668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great. now it's only a matter of time until we start seeing maps that are filled with nothing but smoke, gas, exhaust, and whatever else that could majorly impair vision. And it'll be all your fault Mr. Cleveland.<!--QuoteEnd--></div><!--QuoteEEnd-->
Makes me want that one map from NS back. Can't remember the name but it had a foundry with a few vertical streams of molten metal flowing. Used to love jumping through them with leap :P
one thing to note from watching this video aside from understanding how much importance details are, is sound. The sound is what makes the environment come alive for me, so when walking through the hallway or standing somewhere you should feel like you are there, to express this we must have amazing sound.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1861683:date=Jul 19 2011, 11:42 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jul 19 2011, 11:42 AM) <a href="index.php?act=findpost&pid=1861683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one thing to note from watching this video aside from understanding how much importance details are, is sound. The sound is what makes the environment come alive for me, so when walking through the hallway or standing somewhere you should feel like you are there, to express this we must have amazing sound.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
This reminds me of a tour I took of a steel mill with an electric arc furnace. The most memorable moment was watching the electrodes drop into the furnace, making a loud, low pitch roar while molten steel gurgled and bubbled about. Even though I was behind some thick pieces of glass, the heat from the furnace made it so you couldn't look at it directly for too long.
<!--quoteo(post=1861679:date=Jul 19 2011, 06:30 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Jul 19 2011, 06:30 PM) <a href="index.php?act=findpost&pid=1861679"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Makes me want to see lava, and water, in ns2 :D<!--QuoteEnd--></div><!--QuoteEEnd--> Our "Refining" map will have lava.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Molten metal more likely or did ya lot build it inside a friggin' volcano!? How did the Alterra inspection go for that :D
At first I thought it was like a story video which would have shown how the map area was previously and how it was abandoned but that would have been too cool to be true.
Anyway looks amazing I hope someone makes a map out of it.
<!--quoteo(post=1861718:date=Jul 19 2011, 09:00 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jul 19 2011, 09:00 PM) <a href="index.php?act=findpost&pid=1861718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Molten metal more likely or did ya lot build it inside a friggin' volcano!? How did the Alterra inspection go for that :D<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, yes. I used to correct people on that, too, until I realized it was just much faster to say lava, and it just sounds more fun :P <!--quoteo(post=1861722:date=Jul 19 2011, 09:22 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jul 19 2011, 09:22 PM) <a href="index.php?act=findpost&pid=1861722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lava as in trigger_death areas with textures, or as real lava (which means lava in source engine), where you can swim while taking some dmg slowly?<!--QuoteEnd--></div><!--QuoteEEnd--> First implementation of the lava (molten metal) will be fairly simple, more of a texture with trigger_death most likely. Don't really want players swimming around in the lava, anyway, so not much need to spend a lot of time on the full water simulation style lava.
I really hope 1.0 will have water and lava... Just look at the ns_bast umm green water hive, there's so much atmosphere added through the water and its sounds.
Water shouldn't be that hard to implement: A Zone where - everyone has a slightly changed version of the Lerk flight model - yeah, I'm serious ;) - has a 'dirt in water' filter applied while submerged in water - moving upper surface - sound
<!--quoteo(post=1861668:date=Jul 19 2011, 06:53 PM:name=DJPenguin)--><div class='quotetop'>QUOTE (DJPenguin @ Jul 19 2011, 06:53 PM) <a href="index.php?act=findpost&pid=1861668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->great. now it's only a matter of time until we start seeing maps that are filled with nothing but smoke, gas, exhaust, and whatever else that could majorly impair vision. And it'll be all your fault Mr. Cleveland.<!--QuoteEnd--></div><!--QuoteEEnd-->
Only thing more fun than mapping is particle effects.
Maps are sort of there to give you a place to put your particle effects.
Oh and I guess people play on them or something but <i>mainly</i> they're there for particle effects.
<!--quoteo(post=1861746:date=Jul 19 2011, 11:49 PM:name=TheLord)--><div class='quotetop'>QUOTE (TheLord @ Jul 19 2011, 11:49 PM) <a href="index.php?act=findpost&pid=1861746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really hope 1.0 will have water and lava... Just look at the ns_bast umm green water hive, there's so much atmosphere added through the water and its sounds.
Water shouldn't be that hard to implement: A Zone where - everyone has a slightly changed version of the Lerk flight model - yeah, I'm serious ;) - has a 'dirt in water' filter applied while submerged in water - moving upper surface - sound<!--QuoteEnd--></div><!--QuoteEEnd--> I did a water mod once, never finished it though. I might actually end up re-coding it to not use the Trigger entity UWE made, and instead create my own code so that the check for if player is in water would work. As it is now, it acts dodgy at best.
And no, it does not have any graphics or audio, I dont do that kind of stuff ;) Nah, I just think such is for polishing, not for a test to get used to coding in ns2 and learn adding entities in the mapping editor :P
We will see if I find the time and motivation to finish it. Might still happen! xD
@Chris Maps are also for testing out Lua code, and Lua is for using particle effects dynamiclly.
Dynamically suggests you would want to turn them off at some point, and if so you clearly do not understand the point of particle effects.
Turning things off is for people who don't appreciate the true science of particle effects, which is that you should have as many as possible on screen at all times. Currently the technology does not exist to make levels out of particle effects, but I am sure in the future we will be able to do away with such things as geometry and models, and instead the entire level will be created by manipulating the distribution curve of a particle effect.
<!--quoteo(post=1861746:date=Jul 19 2011, 11:49 PM:name=TheLord)--><div class='quotetop'>QUOTE (TheLord @ Jul 19 2011, 11:49 PM) <a href="index.php?act=findpost&pid=1861746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Water shouldn't be that hard to implement: A Zone where - everyone has a slightly changed version of the Lerk flight model - yeah, I'm serious ;) - has a 'dirt in water' filter applied while submerged in water - moving upper surface - sound<!--QuoteEnd--></div><!--QuoteEEnd--> This would have worked back in 1999 but for 2011 it' just too simple imo. Today's standards require more than that. Remember how water looks in Crysis, Bioshock and Just cause 2 (on nvidia cards)? Thats the way to go.
This can only mean one thing: Unknown Worlds has taken up the challenge and will add another race to spice up the mix! 3RD RACE = TERMINATORS (*)!
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Notes: * We all know full & well that terminators can only be destroyed by being totally immersed in <a href="http://selforangeinate.ytmnd.com/" target="_blank">Orange Glo</a>.<!--sizec--></span><!--/sizec-->
<!--quoteo(post=1861771:date=Jul 20 2011, 12:26 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 20 2011, 12:26 AM) <a href="index.php?act=findpost&pid=1861771"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dynamically suggests you would want to turn them off at some point, and if so you clearly do not understand the point of particle effects.
Turning things off is for people who don't appreciate the true science of particle effects, which is that you should have as many as possible on screen at all times. Currently the technology does not exist to make levels out of particle effects, but I am sure in the future we will be able to do away with such things as geometry and models, and instead the entire level will be created by manipulating the distribution curve of a particle effect.<!--QuoteEnd--></div><!--QuoteEEnd--> I seriously want a "solid" flag on particle effects now :S <img src="http://www.aeon.net.nz/wordpress/wp-content/uploads/2011/03/DO-WANT.jpg" border="0" class="linked-image" />
And you have to be able to turn things off, because sometimes when 2 particle effects occupy the same space, the result looks bad.
This reminds me of a tour I took of a steel mill with an electric arc furnace. The most memorable moment was watching the electrodes drop into the furnace, making a loud, low pitch roar while molten steel gurgled and bubbled about. Even though I was behind some thick pieces of glass, the heat from the furnace made it so you couldn't look at it directly for too long.<!--QuoteEnd--></div><!--QuoteEEnd-->
It definitely looks like a steel mill; the end products look like steel slabs and then later they show coiled rolls. I visited a mill like this one before -- they are definitely dirty. This one seemed to look rather "messy" though. Maybe it's just a really old mill. I visited one that was bought and now owned by ArcelorMittal. You're right about the heat though -- you can be a couple hundred feet away and still feel how much incredible heat a single working area gives off.
A couple of the cool things I remember seeing (besides the molten metal process/transport) were the rolling of the steel slabs while still red hot and the galvanizing of the coils. I'm thinking the tubular things they were stacking and spraying with water were rollers. They slowly elongate the steel slabs and spray them down with high pressure water jets to blast off the "skin" that cools on the steel.
The coils run on a spool through a liquid metal bath that puts a galvanized coat on them. It's pretty neat. Oh, the continuous casting machines are interesting, too. We got to go into the machine areas that were down and got a good look at some of the equipment.
The property/outside yards they have for space are ridiculously huge.
Comments
<img src="http://pinklilybit.files.wordpress.com/2010/07/debbie_downer_1.jpg" border="0" class="linked-image" />
Can't wait to flood my map with exhaust. :V
+1
This reminds me of a tour I took of a steel mill with an electric arc furnace. The most memorable moment was watching the electrodes drop into the furnace, making a loud, low pitch roar while molten steel gurgled and bubbled about. Even though I was behind some thick pieces of glass, the heat from the furnace made it so you couldn't look at it directly for too long.
Our "Refining" map will have lava.
--Cory
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Molten metal more likely or did ya lot build it inside a friggin' volcano!? How did the Alterra inspection go for that :D
At first I thought it was like a story video which would have shown how the map area was previously and how it was abandoned but that would have been too cool to be true.
Anyway looks amazing I hope someone makes a map out of it.
Yes, yes. I used to correct people on that, too, until I realized it was just much faster to say lava, and it just sounds more fun :P
<!--quoteo(post=1861722:date=Jul 19 2011, 09:22 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jul 19 2011, 09:22 PM) <a href="index.php?act=findpost&pid=1861722"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lava as in trigger_death areas with textures, or as real lava (which means lava in source engine), where you can swim while taking some dmg slowly?<!--QuoteEnd--></div><!--QuoteEEnd-->
First implementation of the lava (molten metal) will be fairly simple, more of a texture with trigger_death most likely. Don't really want players swimming around in the lava, anyway, so not much need to spend a lot of time on the full water simulation style lava.
--Cory
Water shouldn't be that hard to implement: A Zone where
- everyone has a slightly changed version of the Lerk flight model - yeah, I'm serious ;)
- has a 'dirt in water' filter applied while submerged in water
- moving upper surface
- sound
Gotta wait for biolab themed levels and space stations for that stuff.
Only thing more fun than mapping is particle effects.
Maps are sort of there to give you a place to put your particle effects.
Oh and I guess people play on them or something but <i>mainly</i> they're there for particle effects.
Water shouldn't be that hard to implement: A Zone where
- everyone has a slightly changed version of the Lerk flight model - yeah, I'm serious ;)
- has a 'dirt in water' filter applied while submerged in water
- moving upper surface
- sound<!--QuoteEnd--></div><!--QuoteEEnd-->
I did a water mod once, never finished it though. I might actually end up re-coding it to not use the Trigger entity UWE made, and instead create my own code so that the check for if player is in water would work. As it is now, it acts dodgy at best.
And no, it does not have any graphics or audio, I dont do that kind of stuff ;)
Nah, I just think such is for polishing, not for a test to get used to coding in ns2 and learn adding entities in the mapping editor :P
We will see if I find the time and motivation to finish it. Might still happen! xD
@Chris
Maps are also for testing out Lua code, and Lua is for using particle effects dynamiclly.
Turning things off is for people who don't appreciate the true science of particle effects, which is that you should have as many as possible on screen at all times. Currently the technology does not exist to make levels out of particle effects, but I am sure in the future we will be able to do away with such things as geometry and models, and instead the entire level will be created by manipulating the distribution curve of a particle effect.
- everyone has a slightly changed version of the Lerk flight model - yeah, I'm serious ;)
- has a 'dirt in water' filter applied while submerged in water
- moving upper surface
- sound<!--QuoteEnd--></div><!--QuoteEEnd-->
This would have worked back in 1999 but for 2011 it' just too simple imo. Today's standards require more than that. Remember how water looks in Crysis, Bioshock and Just cause 2 (on nvidia cards)? Thats the way to go.
Unknown Worlds has taken up the challenge and will add another race to spice up the mix! 3RD RACE = TERMINATORS (*)!
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Notes:
* We all know full & well that terminators can only be destroyed by being totally immersed in <a href="http://selforangeinate.ytmnd.com/" target="_blank">Orange Glo</a>.<!--sizec--></span><!--/sizec-->
Turning things off is for people who don't appreciate the true science of particle effects, which is that you should have as many as possible on screen at all times. Currently the technology does not exist to make levels out of particle effects, but I am sure in the future we will be able to do away with such things as geometry and models, and instead the entire level will be created by manipulating the distribution curve of a particle effect.<!--QuoteEnd--></div><!--QuoteEEnd-->
I seriously want a "solid" flag on particle effects now :S
<img src="http://www.aeon.net.nz/wordpress/wp-content/uploads/2011/03/DO-WANT.jpg" border="0" class="linked-image" />
And you have to be able to turn things off, because sometimes when 2 particle effects occupy the same space, the result looks bad.
This reminds me of a tour I took of a steel mill with an electric arc furnace. The most memorable moment was watching the electrodes drop into the furnace, making a loud, low pitch roar while molten steel gurgled and bubbled about. Even though I was behind some thick pieces of glass, the heat from the furnace made it so you couldn't look at it directly for too long.<!--QuoteEnd--></div><!--QuoteEEnd-->
It definitely looks like a steel mill; the end products look like steel slabs and then later they show coiled rolls. I visited a mill like this one before -- they are definitely dirty. This one seemed to look rather "messy" though. Maybe it's just a really old mill. I visited one that was bought and now owned by ArcelorMittal. You're right about the heat though -- you can be a couple hundred feet away and still feel how much incredible heat a single working area gives off.
A couple of the cool things I remember seeing (besides the molten metal process/transport) were the rolling of the steel slabs while still red hot and the galvanizing of the coils. I'm thinking the tubular things they were stacking and spraying with water were rollers. They slowly elongate the steel slabs and spray them down with high pressure water jets to blast off the "skin" that cools on the steel.
The coils run on a spool through a liquid metal bath that puts a galvanized coat on them. It's pretty neat. Oh, the continuous casting machines are interesting, too. We got to go into the machine areas that were down and got a good look at some of the equipment.
The property/outside yards they have for space are ridiculously huge.