Skulk-friendly Walls

WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
edited July 2003 in Mapping Forum
<div class="IPBDescription">Is this a little TOO easy?</div> Another little tidbit I'm working on. I'm going to add more details, machines, etc. to the walls later. This is just the simplest form of the corridors, so far.

I like the way the lighting is coming along, and of course, I'm proud of the r_speeds, which are generally around 400 and peak (so far) at about 520 (Marine view)

The main thing here is, I've designed the walls specifically to be skulk-friendly. You can literally run 360s around on the walls with no real effort, and that double pipe along one of the walls is just right for a skulk or lerk to nest and have a clear shot at the middle 50% of the walkway.

Obviously, the entire map can't be like this. I'll probably have some of those impossible square walls with girders around the marine start. But I did my best to make this particular group of hallways a skulk's wet dream. Do you think I succeeded? <i>Feed me criticism!</i>

[Edit: Darker pics.]
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Comments

  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited July 2003
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    edited July 2003
    hey that looks great. I hate how nancy has those lips on the vent entrances. They make it quite tricky as a skulk. It's a shame you can't add more details buti suppose bumps would destroy what you're trying to do. looks good. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    e/ as far as textures go i think it'd look alot getter if you added a different texture as a sortof border around the bottom. Then it'd look great. maybe have it stick out of the wall just a bit because it'd still be easy to climb up as a skulk.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    Just the design of the corridor itself i just whipped up this:

    red: where a nicec border texture might be good?
    blue: a nice walkway texture?
    green: the ceiling would look cool with a darker texture.

    keep up the good work
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    It looks...weird. Generally it appears that the corridor has been modeled intoa tube, for whatever reason, and you don't usually see pipes that, well, curvew along the wall of the hallway, so to speak. You nearly allways see pipes that move in straight lines with right-angles for corners. That said, this hallway will look really cool with 2.0 skulks, which rotate to match the normals they are on.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited July 2003
    I played around as a skulk. With celerity, you'd see some Matrix-type ****, with skulks zooming up the wall and across the ceiling and then dropping behind the marine who was emptying a LMG clip on him... <i>if</i> the marine was hapless enough to stand still. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    It's true that pipes in our houses are usually built to right angles, but you sometimes see curved pipes or hoses, in industrial places like oil refineries or especially on sci-fi shows, you sometimes see curved pipes. Besides, it looks too awesome and works too well for cover to change it now. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    The hallway is supposed to look like it was built using pre-fabricated sections with a curve at the right angles, like the elbow joint of a pipe.

    I dunno about adding a lip at the bottom. We'll see about that. As we saw in my sewer screenshot, I could always just split up the walls to make them curvy instead of angular... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    make the lighting behind the pipes darker if you can; they'd become really skulk/lerk friendly then. uber pic otherwise. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> maybe if its near to a hive add some heavy infestation (think AvP heavy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    I hope that pic that ur showing us right now doesn't have 400 polys cuz thats way to much for such a simple area... I'm woundering if you made the texture scale smaller...
  • kowkow Join Date: 2003-06-19 Member: 17524Members, Constellation
    that looks really cool <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited July 2003
    ... put a buffer between the pipe's end and the wall and make the buffer a entity. it'd stop that horrible cutting of brushes causing high-as-hell r_speeds.

    Basically if you have a wall and a tube in the center, BSP or CSG cuts up the wall horribly. However, if you put a entity like a func_wall between the wall and the pipe the wall dont get cut up. Entities dont cut up world brushes.

    [edit]also buffers like those look good if you do them right.[/edit]
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited July 2003
    As a matter of fact, the pipes are all Func_seethroughs, and so do not intersect with the walls. The one exception is the pipes in the area with bright blue lights above them. Those particular func_seethroughs have Opaque(blocks light) mode enabled, which means they cast some nice shadows on the floor, but this also means they split up the wall brushes they intersect with. I did this because the r_speeds in the area were already well below the limit, and I thought the shadows looked nice enough to justify the splitting.

    But all the pipes you see in that screenshot that are in red hallways are entities already, thanks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [Edit: Oh! i see what you're saying... they should block light, but have flanges that don't block light... I get you... good idea! hmmm... now to implement it...]

    I turned off the gamma entity, and uploaded some non-edited images. As you can see, it looks very dark now, yet you can still see what you are doing. How's this look for skulkiness? (Not the pipes with lights right above them; the red areas.) I refuse to remove -ambient .003 .003 .003 from my compile settings; no part of this map will be pitch black.

    NS maps should <i>look</i> dark but not actually <i>be</i> dark. Far too many user-created maps (I don't just mean funmaps, but also serious maps like the first attempt at 11th hour) are mostly pitch black with just a few lights in them, which actually makes it harder for the kharra to navigate, because the marines are the only ones with flashlights. Also, they look bad and are a strain on the eyes to look at.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    This is really sweet but I think you need stronger lighting on the floor. It could do with some spot lights or something, and wouldn't brighten up the back of the pipes too much either.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    QuArK rulz <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Nice pipes. Good use of wrap around pillar and path extruder. But what about some custom textures that look like some bumpy surface. So skulks can still do their Matrix thing, but in the dark light it looks like the ceiling/wall is actually full of er...pipes? supports? wires? edges?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Wow. That is really nice looking. The curved pipes aren't realistic, but then again, NS isn't realistic.

    Just add some pretty details and I'd say you are well on your way to one nice lookin map.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    what's unrealistic about curved pipes? I mean really. This is meant to be the future. Who knows what things will look like then and how different engineering and architecture will be. Are you an expert on pipes? Good job in my opinion <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited July 2003
    <!--QuoteBegin--Maveric+Jul 24 2003, 10:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maveric @ Jul 24 2003, 10:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... put a buffer between the pipe's end and the wall and make the buffer a entity. it'd stop that horrible cutting of brushes causing high-as-hell r_speeds.

    However, if you put a entity like a func_wall between the wall and the pipe the wall dont get cut up. Entities dont cut up world brushes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Zuh? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Adding a brush entity to a map doesn't affect the main hull (the brushes from entities #1 and up <i>aren't reconstructed into a hull</i> before the worldspawn BSP tree is built), so "adding a buffer" won't have an effect one way or the other on the r_speeds from the worldspawn. The buffer you describe would be stored separately from the main hull and moved into position for lighting calculations and at runtime--both take place after the final geometry has been calculated.

    Making the pipes themselves entities (which WarpZone has done) is the way to go if you're looking to minimize cuts from the interaction between the pipes and the wall. If you really want to absolutely minimize the number of faces, making individual pipe segments into distinct entities would lower the face count further since the pipes form a concave shape and therefore cut themselves, but that would sacrifice lighting quality and entity count so it's not worth it for this application IMHO.

    EDIT: italicized area revised for accuracy: used to say the brushes weren't examined -- CSG does make a face list for each entity before trees are constructed by BSP
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    That corridor looks awesome! You could add some texture detail like mentioned above, but it looks just great. I love the pipes. It just looks cool.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    <!--QuoteBegin--NerdIII+Jul 25 2003, 11:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jul 25 2003, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> QuArK rulz <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Nice pipes. Good use of wrap around pillar and path extruder. But what about some custom textures that look like some bumpy surface. So skulks can still do their Matrix thing, but in the dark light it looks like the ceiling/wall is actually full of er...pipes? supports? wires? edges? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Quark can do that? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> I did this in Hammer! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    another thing you can do to reduce pipes cutting up walls is to put a hint brush that is as tall & wide as the pipe either over the end of the pipe where it touches the wall.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Quark could do that hallway, including the curve and possibly the pipe as well, in about five minutes. Basically you use a combination of positive and negative brushes (negative brushes are basically a brush that tells quark "carve this brush into anything it touches") Anyways, it combines those two with a "path" tool in which you create a set of points and quark follows those points with your combination of positive and negative brushes, which makes up the hallway. I know this seems odd but the end result is that you tell quark "this is what my hallway looks like" then you tell it "this is the shape of my hallway" and it does the rest.

    Either way you built it thought, that room pwns. Cover it in some infestation and away you go. Too bad the clip texture doesn't interact well with wallclimb, otherwise we could add in all the details we want and still not have any problems. BTW: does anyone know if that has been addressed at all for 2.0, or even if it's a possibility?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Reese+Jul 25 2003, 05:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Jul 25 2003, 05:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->BTW: does anyone know if that has been addressed at all for 2.0, or even if it's a possibility?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    IIRC, skulk/clip interaction isn't changing for 2.0.

    <i>The following is speculation, not fact:</i> I haven't had confirmation of this from Flayra, but I suspect that the wallwalk code requires the skulk's bounding box to be touching the vis hull so it can determine how to light the model--I know he wrote custom code to make skulks an exception to the floor light value system. If that is the case, the clip texture is ignored when creating the vis hull, and it wouldn't be possible to solve the problem without fairly major changes to the wallwalk code because the clip texture doesn't generate faces in the vis hull.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited July 2003
    [Edit: I finally found a proper python installer, and got Quark up and running. It's like reading greek backwards underwater while fighting with a pirate. If I ever learn how to configure and use this thing, I will probably use it instead of VHE.]
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    <!--QuoteBegin--XP-Cagey+Jul 25 2003, 06:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Jul 25 2003, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <i>The following is speculation, not fact:</i> I haven't had confirmation of this from Flayra, but I suspect that the wallwalk code requires the skulk's bounding box to be touching the vis hull so it can determine how to light the model--I know he wrote custom code to make skulks an exception to the floor light value system. If that is the case, the clip texture is ignored when creating the vis hull, and it wouldn't be possible to solve the problem without fairly major changes to the wallwalk code because the clip texture doesn't generate faces in the vis hull. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Okay, so just change the code so that if the skulk can't determine the lighting color of the wall it's currently climbing, it uses the last known value of a wall it touched. It won't look entirely graceful, but it would be better than not being able to climb certian walls. Alternatively, it could assume an arbitrary light value such as color 128,128,128. Not perfect, but generally better than fullbright.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited July 2003
    No QuArK? This makes your hallway even better!
    Hey, you don't need to download Phyton: The latest alpha version does no longer need it. It is all inclusive and up to date with some new toolbars (that can be disabled in the menu).
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=38339' target='_blank'>Here is the forum post about configuring QuArK for NS</a>
    <a href='http://quark.sourceforge.net/download/quark-win32-20030725.zip' target='_blank'>The very lates QuArK Alpha from Juli 25th, still hot!</a>
    Most people still use 6.3.0 because they have not found the alpha yet. And the Alpha version on the homepage is an older build that still requires Miniphyton. So uninstall your miniphyton, you wont need it any longer.
    @Everyone: Feel free to join the QuArK group at www.yahoogroops.com. It will also keep you informed about the latest alpha and beta versions.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited July 2003
    I made a new version, and tried a few things with texturing and lighting.

    Nerd the Third, can you direct me to any websites that will instruct me on how to set up Quark to find my Half-Life directory, my ZHLT subfolder, and where to specify command line parameters for the compile tools? And then, you know, how to actually use the darn thing? The Quark options menu seems even more obtuse than Worldcraft's was the first time I saw it, if that's possible. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Ooh, spiffy. That's much improved, and the lighting looks spot-on.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    Actually quark just seems more difficult because you're looking at it from the perspective of having used hammer. As far as setting it up you will need <a href='http://www.student.citg.tudelft.nl/c9375215/QuArK_NS_support.zip' target='_blank'>this file</a> which, alternatively can be found in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=10342&hl=quark' target='_blank'>this thread</a> to get quark running with ns. It's basically quark's version of a .fgd file. After downloading the file and installing Quark you need to unzip the file to the addons\half-life directory within your quark directory.

    Anyways, setting quark up... let's see.

    Edit-> Configuration: Select half-life in box on the left. You can specify your half-life directory by clicking the periods to the extreme right in the Directory of Half Life box. Then click on installed add ons. It will go through and process everything in the half-life addons directory and come up with a list. Select then click ok on each of the NS add ons (order doesn't matter).

    From here you can specify compile settings if you'd like (even has room to add in things besides the default four, like opt_plns) or you can leave those settings alone and run it through a batch compiler. Under map editor settings you can select default textures for new polyhedrons. (polyhedrons or polys are quark's way of naming brushes)

    While you're in this menu you should familiarize yourself with the mouse and keyboard settings found under the Map menu. Quark has fairly different controls from hammer, which takes some getting used to but is really no less intuitive.

    After you're done you can close this window, which puts you back in the default quark window. From here clicking the new half-life map icon (first icon on the right of the "?" button) lets you start a new map.

    While staring at your new map screen the first glaring difference you'll notice is that quark only has two view panels. Clicking layout then selecting one of the four view layouts from the bottom of that menu will remedy the problem. (I use 4 views b, as it's similar to my hammer config). Other than this my only advice is to use the directory tree as much as possible. It holds a list of every single item you've placed in the map, and a good organization of it is STILL faster than hammer's visgroups. In addition the directory tree is used to select faces. (although there may be an easier way that I don't know of) From here you can use the infobase that quark supplies, as well as a search of the quark yahoo group to find explanations of all the nifty tricks quark can do for you. (you don't need to register to perform a search) Some important highlights are the duplicators, diggers, negative brushes, and tagging. There really is just too much to describe at once (as well as a lot I just don't know) but this should get you started.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Actually there were two links in my post, one of them about QuArK configuration <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    The new picture looks amazing. You captured this 'big abandoned industrial area' feeling quite well.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Thanks. You don't think there's too much caution striping? Often times when somebody posts a screenshot with caution stripes along the walls, people go "It's okay to have them around the door or a lift, but half the stuff you've got caution striping on isn't dangerous. Change it to another texture." I just picked this texture out of one of the HFX collections because it seemed to fit the map. But in that pack, <i>all</i> the walls like this one had caution striping.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    No its ok. It seems to warn people of the slope so the don't hit it with a crane or something.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited July 2003
    Quark is interesting! It's kinda halfway between Worldcraft, Serious Editor, and Milkshape 3D in terms of what the individual controls do. It will take me a long time to break myself of the habit of trying to click on entities in the 2D views (I end up getting a wall instead, for some reason. I guess the objects and polys layer... instead of selecting a brush or entity by clicking its origin or border, you click an actual ray in space and select whatever object it encounters first... annoying.) The snap-to grid, origin coordinate editor, and ability to click on stuff in the 3D view make up for it, though. I can't wait to start messing with the more powerful features... I may have a complete map in me, yet... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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