A few lil pics

Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
<div class="IPBDescription">Destruction pics</div>Hi everyone , just a few pics from ns_smugglers  , nothing much , just a few pics showing the way into the belly of the ship, a blast blew up a part of the wall and the ceiling, blocking the way. However , the floor collapsed , giving an alternate route.The last pics are from a work type area im working on. Later!<a href="http://www.angelfire.com/scifi2/space_ape" target="_blank">My Webpage</a>

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Awesome work Space Ape! I've always been quite fond of how detailed this level is. Very convincing destruction... love how the wall is torn like that (with insides showing and all). Sweet pipe and wire work, and very convincing steam in the later pics. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Your pics are wonderful.  I think that the one thing that you can work on is the lighting.  There doesn't seem to be any real contrast; it just all seems to be the same brightness level.  Add some brighter spots in places, and you'll be all set.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Greedo took my words exactly.  Your brushwork here is fantastic, but the lighting is really lacking, especially compared to your other work.  You could use more glowy lights, more spotlights, more contrast, all the usual stuff.

    I can't wait to see what this turns into.
  • Space_ApeSpace_Ape Join Date: 2002-01-27 Member: 114Members
    yeah , the lighting stinks big time , i had to brighten the pics with photoshop ,  it cam out way to dark . I must say im struggling with the light/gamma thing. Textures that give out light come out really overexposed, someone mentionned that in a past post , i tryed many things , always looks bad <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->   So if anyone has a solution or knows a way around this , please let me know!
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Someone (I forgot who it was) suggested darkening the textures down in PS or something (to almost black he said). The light textures. I sort of like the glare from the lights though. You could also reduce the env_gamma setting, but I'm sure that's a bit hard to do that far into a level.

    I've found that the env_gamma can make a level look totally amazing (compared to without it), but can be quite tricky to work with. It's a nice challenge though.

    One thing I've never understood is that people always say they have to brighten the pics after taking a shot. Whenever I take a picture ingame it comes out very pale and much brighter than it was in the game. So I have to <i>darken</i> my pictures a bit...  <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->

    -EDIT- One method that I use sometimes is to shine a bright light on  the over-exposed texture. Works good on things like computer monitors, which look unnatural with so much contrast. I had to do this in space station nothing's command room quite a bit.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I probably shouldn't be giving advice here, but if you turn down the value for your texture lights, I know you can get good results with the env_gamma.  Even _I've_ had good results using texture lights with the env_gamma.

    I've attached the RAD file used for the maps in the NSTR2 to give you an idea of what values might work for some textures in the NS.wad.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    That is a good point Flayra. I tried this with the troublesome comp monitors, and the actual texture turned out looking much nicer, but you could barely make out the blue light it gave off, due to the brighter hall lights near by. I put some carefully tuned point lights in its place, but it, of course, looked nowhere near as nice.

    I'd say that's a good method to use, if you don't mind the loss of some illumination.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    fine work there ape, real fine.
  • MuuMuu Join Date: 2002-01-24 Member: 23Members
    Ive gone the oppisite way to you guys and brightened all my texture lights by about 2x It makes them look unnaturel but but by increasing the direct light brightness and fade in Rad  you get a really cool intensive lighting scheme which makes metal look shiney, and as long as you dont have this direct harsh light on none metal areas it looks awsume.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
Sign In or Register to comment.