Wow you leave it a few days and there's loads to talk about. Not to mention the fact I read it backwards and almost poo'd my pants laughing at the flaming!
[Thursay's pic] 3 changes:
Architecture's OK but some of the tex aren't that nice.
- the pillar texture is all pixel-smudged from enlarging, lose it - the hazard trim would look nicer if it was one of the more vibrant hazard tex u can get, and not that door texture - the lighting just isn't working. Since I haven't done lighting yet in NS I can't offer specific advice on improving it, just say that it doesn't appeal visually.
[Recoup's pic] 2 changes:
I actually like it, sure he used some eccy/veil tex, but for what reason should those be taboo? I'm using them for bits in my map, every time I need a texture I just search my specialised WAD I made from all the tex I deemed relevant for an NS map. This way I won't just end up using a certain 'family' too much. I do think you've gone a bit overboard on the tex though. I like the architecture, but here are my suggestions:
- on the right-hand side allign the flr_panel02 so that it's the same as the one on the left - probably because of the similar tex, it's looking bland and monochrome. I'd recommend keeping the upper half, but changing the texture on everything that falls below the 'forbidden logo', in this case I'd opt for a darker texture (not too dark mind) to balance it visually.
As for the sign, keep it. It's the frickin' Frontiersman logo just in texture format. Unless KFS has the copyright on the original design I don't think he or anyone else can complain too much about someone using it. I'd love to have the time to make my own textures, but I simply just don't. Some people don't believe they have the ability either, but still show promising mapping skills. I think for the benefit of the NS community we should stop being so 'clampdown' on the texture front.
If a map looks good it looks good, and the more people who use KFS's texture set the prouder he'll be for originating them. In fact, just look at youselves! You map for a mod! NS uses the HL engine, but are Valve like 'Woah! dem b**ches hoed out our code man!' -hell no.
/wigga mode off
P.S. Pics coming to my WIP thread very soon...
P.P.S. In my mind, and for the purposes of quicker typing, 'tex' is the plural of texture. No, it doesn't make <i>sense</i>
Very well put Kobayashi. I'll get to work on those changes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin--[Kobayashi+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-[Kobayashi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-,Sep 9 2004, 02:11 AM]As for the sign, keep it. It's the frickin' Frontiersman logo just in texture format. Unless KFS has the copyright on the original design I don't think he or anyone else can complain too much about someone using it. I'd love to have the time to make my own textures, but I simply just don't. Some people don't believe they have the ability either, but still show promising mapping skills. I think for the benefit of the NS community we should stop being so 'clampdown' on the texture front.
If a map looks good it looks good, and the more people who use KFS's texture set the prouder he'll be for originating them. In fact, just look at youselves! You map for a mod! NS uses the HL engine, but are Valve like 'Woah! dem b**ches hoed out our code man!' -hell no.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Wrong. It's not the Frontiersman logo (aka TSA logo), it's the ECLIPSE logo. Notice it has an eclipse in it? Not to mention KFS has *explicitly* stated that he does NOT want that texture used in any other map, simply because it's for ns_eclipse and veil ONLY. There's a difference between Valve giving out the SDK and KFS using a texture he made (and then requesting no one to use it, as opposed to Valve).
That is some impressive mapping there! Keep it up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
True true so true. And you have this weard thinking every time you se a architecture in real life "hmm how youd this look on my map?" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Mouse you map looks great i especialy like the first picture its brilient. HIve is empty and its gone be hard for skulks to move there.
Well as posted before <a href='http://samah.customer.netspace.net.au/files/ns' target='_blank'>here</a>: <a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0002.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0002.jpg</a>
And after I actually bothered to learn how to use texlights: <a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0006.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0006.jpg</a> <a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0007.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0007.jpg</a> <a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0008.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0008.jpg</a>
ps. sorry for lack of resizing, I cbf <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-H|CarNagE^8th+Sep 11 2004, 06:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (H|CarNagE^8th @ Sep 11 2004, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Samah that screens look great but the space is soo big out side how is your wpolly doing?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Lol funny you should mention that. Before I started detailing that area it was about 700-800, so I knew I was going to have to do some work reducing it. After I added my texlights it went up to 1200 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> The red lights underneath the grating are sunken into the metal by 1 unit. Of course this adds a heap of extra faces. Also, to get the right texturing on the surrounding part of the lights I used 6 brushes and various textures (I know - bad). I've since replaced all that with one big strip of ~light5e, so we'll see how that goes (compiling now).
I really don't want to get rid of the "curved surfaces" there - they look cool :/
Mouse, that first picture is sechs in Natural Selection map form. Sheesh, and this is pushing the HL engine. Imagine the sheer beauty and overwhelming wonder of the stuff we will be seeing on the HL2 engine eventually.
Well after simplifying the red texlights from about 150 brushes to just 6 (I know, I know), wpolys dropped from 1200 to 1000. I'm actually thinking of restructuring that area of the map anyway so it may be that the outside bit ends up being smaller. Actually I think the new texlights look better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
HL1 maps work SO well on hl2. Its more of a matter of whether you want to employ some new texture effect or not. (CS:S map de_dust had too many particles, and generated FPS lag)
Mouse: I prefered the hive w/o infestation as it has the cool blue light eminating from all the panel borders. The bad thing though, is that it'll need clipping well so that it isn't just a maze of annoying faces to leap/fly/blink against, not to mention all the nades getting trapped in places...
Comments
[Thursay's pic] 3 changes:
Architecture's OK but some of the tex aren't that nice.
- the pillar texture is all pixel-smudged from enlarging, lose it
- the hazard trim would look nicer if it was one of the more vibrant hazard tex u can get, and not that door texture
- the lighting just isn't working. Since I haven't done lighting yet in NS I can't offer specific advice on improving it, just say that it doesn't appeal visually.
[Recoup's pic] 2 changes:
I actually like it, sure he used some eccy/veil tex, but for what reason should those be taboo? I'm using them for bits in my map, every time I need a texture I just search my specialised WAD I made from all the tex I deemed relevant for an NS map. This way I won't just end up using a certain 'family' too much. I do think you've gone a bit overboard on the tex though. I like the architecture, but here are my suggestions:
- on the right-hand side allign the flr_panel02 so that it's the same as the one on the left
- probably because of the similar tex, it's looking bland and monochrome. I'd recommend keeping the upper half, but changing the texture on everything that falls below the 'forbidden logo', in this case I'd opt for a darker texture (not too dark mind) to balance it visually.
As for the sign, keep it. It's the frickin' Frontiersman logo just in texture format. Unless KFS has the copyright on the original design I don't think he or anyone else can complain too much about someone using it. I'd love to have the time to make my own textures, but I simply just don't. Some people don't believe they have the ability either, but still show promising mapping skills. I think for the benefit of the NS community we should stop being so 'clampdown' on the texture front.
If a map looks good it looks good, and the more people who use KFS's texture set the prouder he'll be for originating them. In fact, just look at youselves! You map for a mod! NS uses the HL engine, but are Valve like 'Woah! dem b**ches hoed out our code man!' -hell no.
/wigga mode off
P.S. Pics coming to my WIP thread very soon...
P.P.S. In my mind, and for the purposes of quicker typing, 'tex' is the plural of texture. No, it doesn't make <i>sense</i>
If a map looks good it looks good, and the more people who use KFS's texture set the prouder he'll be for originating them. In fact, just look at youselves! You map for a mod! NS uses the HL engine, but are Valve like 'Woah! dem b**ches hoed out our code man!' -hell no.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wrong. It's not the Frontiersman logo (aka TSA logo), it's the ECLIPSE logo. Notice it has an eclipse in it? Not to mention KFS has *explicitly* stated that he does NOT want that texture used in any other map, simply because it's for ns_eclipse and veil ONLY. There's a difference between Valve giving out the SDK and KFS using a texture he made (and then requesting no one to use it, as opposed to Valve).
Also... <a href='http://www.whatiscopyright.org' target='_blank'>http://www.whatiscopyright.org</a>.
nice work
<img src='http://www.terminus-discord.com/~mouse/ns_attrition0000.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_attrition0001.jpg' border='0' alt='user posted image' />
<img src='http://www.terminus-discord.com/~mouse/ns_attrition0002.jpg' border='0' alt='user posted image' />
Lighting isn't anywhere near finished.
<img src='http://img.photobucket.com/albums/v294/samejima/4.gif' border='0' alt='user posted image' />
<img src='http://img.photobucket.com/albums/v294/samejima/3.gif' border='0' alt='user posted image' />
<img src='http://img.photobucket.com/albums/v294/samejima/2.gif' border='0' alt='user posted image' />
<img src='http://img.photobucket.com/albums/v294/samejima/1.gif' border='0' alt='user posted image' />
hope that works just a little feed back would be nice thank you for your time
nice work though
You sit there staring at a wall, thinking how to make it better.
<img src='http://www.terminus-discord.com/~mouse/ns_attrition0004.jpg' border='0' alt='user posted image' />
Consider it updated and infested Grizzly (yes, that's as infested as it's going to get, it's in a giant cooling system.)
<a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0002.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0002.jpg</a>
And after I actually bothered to learn how to use texlights:
<a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0006.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0006.jpg</a>
<a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0007.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0007.jpg</a>
<a href='http://samah.customer.netspace.net.au/files/ns/ns_binary0008.jpg' target='_blank'>http://samah.customer.netspace.net.au/file..._binary0008.jpg</a>
ps. sorry for lack of resizing, I cbf <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Better, no?
Lol funny you should mention that.
Before I started detailing that area it was about 700-800, so I knew I was going to have to do some work reducing it. After I added my texlights it went up to 1200 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
The red lights underneath the grating are sunken into the metal by 1 unit. Of course this adds a heap of extra faces. Also, to get the right texturing on the surrounding part of the lights I used 6 brushes and various textures (I know - bad).
I've since replaced all that with one big strip of ~light5e, so we'll see how that goes (compiling now).
I really don't want to get rid of the "curved surfaces" there - they look cool :/
Actually I think the new texlights look better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Its more of a matter of whether you want to employ some new texture effect or not.
(CS:S map de_dust had too many particles, and generated FPS lag)
<img src='http://www.home.no/markus-l/eden8.jpg' border='0' alt='user posted image' />
<img src='http://www.home.no/markus-l/eden3.jpg' border='0' alt='user posted image' />
feels a bit bright atm