Map Screenshot

auslanderauslander Join Date: 2003-04-18 Member: 15635Members
just wanted to get some opinions on this shot, seeing as it is my first attempt at a map for NS. spent a few hours working on the detail of this hallway. the ends of the hallway are just capped as there are no rooms yet!

Auslander

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    amazing airlock bridge or tunnel to some reactor...
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • auslanderauslander Join Date: 2003-04-18 Member: 15635Members
    <!--QuoteBegin--Ollj+Apr 28 2003, 10:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 28 2003, 10:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how about that líghts? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    currently the lighting only consists of some orange light ents below the grating and some faint blue lights down the center to give some light from the 'plasma'. the lighting does need some work. i think some sort of recessed floor lighting would work well in this scene.

    i'll work on it and post some shots.

    thx for the input.

    Auslander
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    Looks great - my only concern is that you'll be able to see the outside of whatever structure(s) are at the ends of the corridor. Could be difficult to pull off.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    It looks awesome! Only I don't know how you would apply it to a map without preventing players to see the other parts of the map through the sky.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin--leifbj+Apr 28 2003, 11:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leifbj @ Apr 28 2003, 11:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It looks awesome! Only I don't know how you would apply it to a map without preventing players to see the other parts of the map through the sky. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    just cover a lot of the sky in ship hull. That's what I'm doing in my current map.

    Looks awesome btw. What are r_speeds?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Very nice!
    Add light_spot entities coming from the top of the arches and aiming at the grating.
    The effect is very nice.
    Make the rest of your map, and put in a large skybox around it.. but careful around the r_speeds!
  • auslanderauslander Join Date: 2003-04-18 Member: 15635Members
    ok, updated shot with better lighting (using ollj's suggestion, thx!). got rid of the plasma. even tho it looked pretty cool, i think it was too much.

    wpolys are around 530 max. kinda high eh?

    note: the shot is a little brighter than in game. i upped the brightness so you could make out more in the shot.
  • auslanderauslander Join Date: 2003-04-18 Member: 15635Members
    also, forgot to ask this...the way i understand it, if i create a <mapname>.rad file with my own texture light specs, those override the ones in existing in lights.rad, correct? i've tried this, saved the file to where i store my .rmf files, but no matter what i do, change brightness, change color, whatever, it is always the same as what is specified in lights.rad. also, i'm not seeing any reference to <mapname>.rad at compile time, only lights.rad. i've even tried copying the new rad file to the zhlt dir (same dir as lights.rad) but still no go.

    ie, in lights.rad, i have the following:

    EMERGLIGHT 255 200 100 50000

    in test.rad, i have:

    EMERGLIGHT 255 200 100 50

    any ideas?
  • ZyndromeZyndrome Join Date: 2003-03-28 Member: 14974Members
    you should read the documentation on how to use the ZHLT entity info_texlights ... its an entity that sort of works as a lights.rad, but only in the map the entity is presented...
  • Rufas_the_RedRufas_the_Red Join Date: 2003-04-23 Member: 15777Members
    My lights.rad file was completely blank (I later found the values in the valve.rad file) so I've just built it up from scratch keeping a not of which light texture is what.

    Brillant corridor btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    One word auslander...
    "Sweet"
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BeRzErKeRBeRzErKeR Join Date: 2003-02-18 Member: 13691Members
    So what are you gonna call this little masterpiece? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • auslanderauslander Join Date: 2003-04-18 Member: 15635Members
    <!--QuoteBegin--Zyndrome+Apr 29 2003, 11:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zyndrome @ Apr 29 2003, 11:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you should read the documentation on how to use the ZHLT entity info_texlights ... its an entity that sort of works as a lights.rad, but only in the map the entity is presented... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thx! will do.
  • auslanderauslander Join Date: 2003-04-18 Member: 15635Members
    <!--QuoteBegin--Rufas the Red+Apr 29 2003, 11:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rufas the Red @ Apr 29 2003, 11:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My lights.rad file was completely blank (I later found the values in the valve.rad file) so I've just built it up from scratch keeping a not of which light texture is what.

    Brillant corridor btw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sorry, i should have stated that i originally copied valve.rad to lights.rad and put the lights.rad in the ZHLT folder.

    lights.rad works. if i change values in it, they do take place in the map.

    quoting <a href='http://collective.valve-erc.com/index.php?doc=1037470021-37580600' target='_blank'>this</a> article on VERC:


    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    There are three types of RAD file: lights.rad, a global RAD file; designer.rad, a user-specified RAD file; and levelname.rad, a RAD file that is automatically parsed if it exists in the same folder when compiling a map of the same name. The designer.rad supersedes the lights.rad, and the levelname.rad supersedes the designer.rad, in case a texture is specified in multiple files.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    however, i am not seeing this 'superceding' taking place.
  • emtegemteg Join Date: 2003-03-02 Member: 14207Members
    pic: WOW

    try it with some red lights, but this looks actually very good!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--auslander+Apr 29 2003, 07:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (auslander @ Apr 29 2003, 07:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->wpolys are around 530 max.  kinda high eh?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you have vis blocking walls perpendicular to the ends of the hall (basically forming T-sections with the hall you've already created as the vertical part of the T) you might be able to finish that view without going over 700 wpolys, but it'll probably be close once you start building the level exterior into the skyline.

    You might need to use advanced techniques (e.g. use a model and a flat null textured surface instead of regular brushwork for the station exterior) to stay under the limits. I assume you've already used the null texture on every surface of that glass except the faces that are turned toward the corridor... If you haven't, it should drop your count a bit when you do.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    make the lights irregular.

    Since HL is no high end engine try to make curved surfaces less curved OR make some of that curves covered with infestation OR make the ceeling less detailed in geometry. You dont need to see the rings in the ceeling for example.
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