Ns_olympus pics
Plaguebearer
Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
<div class="IPBDescription">I'll probably regret this</div>Given that every time I publicise a map, the map breaks, I'll probably regret this. but here goes...
Storage A:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife01.gif" border="0">
Someplace I hope to put a command console - once I know what the model will look like:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife04.gif" border="0">
CPU Hive:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife08.gif" border="0">
Storage A:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife01.gif" border="0">
Someplace I hope to put a command console - once I know what the model will look like:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife04.gif" border="0">
CPU Hive:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife08.gif" border="0">
Comments
Just kidding.... Actually it looks quite nice.
That hive room looks really awesome. The other two shots look really good, but that hive room. If you could add some kind of particle system around that computer thing, then it would just be perfect.
In picture 2 you have a trim around the walls about halfway up. The shadow on tha texture is at the top and the highlight is at the bottom, but the room is lit from above.
Also in picture 2 you have 2 different types of non-slip metal texture, blue painted and unpainted with no apparent border between them.
In picture 3 you have lights cut into support beams, doing this in real life would weaken the beams considerably so it looks odd.
Also in picture the I would expect the CPU to be covered in alien gunk in that position.
At second thoughts those containers must be a devil for adding to the plane count. They may be worth it however.
In picture 2 you have a trim around the walls about halfway up. The shadow on tha texture is at the top and the highlight is at the bottom, but the room is lit from above.
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Yeah. That's a placeholder for now. I =despise= that trim - and most of the trims in the ns.wad. I'm waiting til I get the map finished to go back and do custom textures.
The ns.wad is really driving me up a wall.
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Also in picture 2 you have 2 different types of non-slip metal texture, blue painted and unpainted with no apparent border between them.
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Yup. I like the look - as though a section had simply been painted differently.
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In picture 3 you have lights cut into support beams, doing this in real life would weaken the beams considerably so it looks odd.
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Yup... I ended up recessing lights into support columns here and there. Again, it was more because I liked the look of it than anything else.
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Also in picture the I would expect the CPU to be covered in alien gunk in that position.
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It's hard to see, but the gunk creeps right up to about 16-32 units short of the CPU unit. When I have coolant gas pouring out of the recession in the floor, I'll be able to explain it away that the 'creep' doesn't like the coolant <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Thanks for the offer though, I do have your stuff in my texture toolbox. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The advantage to the bright light, Hanz, is that when people give me heck for having areas too dark, I can point at the bright spots...
My 'Obligatory Hallway' was criticized as being too dark, for example:
<img src="http://pwp.clearsource.net/sloyd/ns_olympus/halflife05.gif" border="0">
Anyways, don't do that! Your work is great!
Concerning brightening areas up now because people were commenting about darkness before... think contrast. Darkness is not good. Brightness is not good. A combination of the two? Perfect. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Dunno about this hive room. It's "missing something"... and don't you frickin' say Particles, either <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
Maybe some more dramatic lighting...
BTW where you have the pipes change height. there is some texture rotation needed on the top of the pipes
No... I think the textures are fine. I think you're seeing a lighting effect that just isn't blending well from one triangular face to the next.
Sorry, but since everyone's already commenting on the lighting, I have to fault you here. There's so much you can do. Right now, this whole room just looks really static.
Another thing, the infestation doesn't seem to be too heavy. I think you could definitely add some more of that.
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It needs dead bob carcasses and shotguns...uh...I mean...Lighting. Maybe some infestation on the pipes?
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Yes, it does. Unfortunately there's no semi- or even mostly- infested pipe texture. That's on the List Of Things To Do After.
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Hmm..I'd say either Dark Green lighting aimed at the hive, or red lighting throughout the room. Or even be unique and make it yellow or blue lighting.
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I tried blue spots, and they looked wrong. Went with green spots up in the recessed area in the ceiling. Looks much better... but my computer ran out of swapfile this morning when lighting, so i can't show it at the moment :/
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No... I think the textures are fine. I think you're seeing a lighting effect that just isn't blending well from one triangular face to the next.
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Bingo.
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Sorry, but since everyone's already commenting on the lighting, I have to fault you here. There's so much you can do. Right now, this whole room just looks really static.
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Well, I've been avoiding admitting it, but I know jack-all about doing particle systems. About the best I've been able to manage are carpets of fog. Plus, I'm of the opinion that particles shouldn't make or break a room.
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Another thing, the infestation doesn't seem to be too heavy. I think you could definitely add some more of that.
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The only uninfested surface in this room is the pipes, and that's because there isn't an infested pipe texture. What more do you suggest I do?
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What's wrong? Very little. I would put some computery bits under that overhang, so they give off a little light. The light sourcing on the horizontal support texture is coming from the wrong direction too.
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There's panels to the left and right, just out of frame, my bad. As for the sourcing on the support texture, I disagree. There's a light to the side, and another above; if anything, there should simply be less shadows in the support. But that's the way it goes.
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Incredible shots, I like your atmosphere and you did it with fairly "simple" architecture and lighting, I really like it
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I'm trying to hold myself to an r_speeds limit of 600... that's why I'm not getting all froufrou in every room. I'm pleased with the results, myself.
(Plus, more detail = more planes... waugh!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
For the infestation, what I meant was, it might look good to have globs of alien muck just in the corners or hanging off the walls and cielings.
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try making them bluuuuuuuue
or red or.... what eeeeeeverrr *cough*
Now, try not to spill your soda on this one, k? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->