Awesome map... this is the basic idea behind my "project map" (i.e. if it ever gets done i expect to see some parka-wearing flying pigs skiing though hell), but I'm using some different areas (hangars, etc). I love the dark lighting, most NS maps are just too bright.
<!--QuoteBegin-Dorian Gray+May 10 2004, 02:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ May 10 2004, 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ....most NS maps are just too bright. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> WHAT?!?! o_O
By saying this you have instantly become my mortal enemy and arch nemesis.
My computer invariably displays things far too dark (prolly the GFMX's fault but meh), and as a result I had to jack Gamma to 5 and Brightness to a whopping 13 to be able to see anything at all in NS apart from a few super-bright lights on the ceiling. Unfortunately as a result of this compensation all the colours in NS are completely screwed, stuff is too saturated and looks cartoony, or bits are too dark/bright.
Heh okay MY NS is too bright. I have to crank down gamma on Eclipse and Veil, and some maps I almost need sunglasses for. But that could be my monitor or radeon, i dunno <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Yeah I heard that the Radeons generally are brighter then nVidia cards... What posessed me to buy this GF4 MX 460? it's a p.o.s. but anyway.........
ON-TOPIC:
I think that the skybox is pretty good actually, it seems to work well, let's just see what happens when the red lighting from the planet is implemented.
And, the dark mood of the map is probably going to rawk, as long as I can save up enough for my new Radeon X800 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I have a few issues with the skybox myself... mostly in terms of resolution. The clouds, or asteroids, or whatever the white things are... they're noticibly pixilated.
I wouldn't mention it except that the rest of your map is at an amazing level of quality, and I'm just hoping that all the nits can be given that same level.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
I'm redoing the asteroids (just found a nifty way of creating realistic looking asteroids just yesterday while fooling arround in photoshop). Also I'm ading more detail/relief to the planet.
Since I'm at school at the moment I can't get you a screenie of the redisch glow just yet, I'll upload a screenie once I get home <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
<!--QuoteBegin-Kouji San+May 10 2004, 12:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ May 10 2004, 12:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Old VS new: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i like the 2nd one better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
You could alway's just use 3dsmax to do the backgrounds... I whipped up a few planets and a sun (actual starmap and planet textures, neptune and the surface of venus) in a few minutes. Problem is that I can't make any bigger renders since I don't feel like forking over $1000+ for Brazil r/s, so I only have the free version. All this is is three spheres, 3 materials and an omni light with a volumetric effect. <img src='http://dorian.carpe-noctem.ca/models/solar/solar1.jpg' border='0' alt='user posted image' />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Yeah maybe I'm going to change the planet someday, but the sky is already improved over the old one and the map itself has the top priotity at the moment.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Not quite a big update, but I can tell you that I'm working on the final lighting of the water cleansing system. As a matter of fact it is compiling right now. But the architecture is not quite finished yet.
If the lighting is nice enough I'll get a <b>preview</b> screenshot online <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
A major setback on progress the last week(s) and especially next week is my school project. The deadline is this friday so the progress on achio will be paused for at least 1 more week.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
1/5 yeh 5 screenshots of areas never seen before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
4/5
inaccessable detail. The door is broken and can't be opened. I left it open a little so players can peek inside <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Theres a crushed ceiling behind it with a flickering light and spark to finish the detail and behind that the crushed corridor (which Is accessable ofcourse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2004
5/5
The new area im working on at the moment. I did build this to quick so r_speeds are way wrong @ 850 at some points. The lighting is still not even near final, and the architecture is also NOT complete , also i'm going to change some opacities of the glass and water since this is to light.
<b>Info about the shot:</b>
The left area of the water cleansing system is flooded due to the asteroid crushing water pipes (yet to be made). The door does not work and the resnode on the left is broken. The resnode on the right does work and this area is not flooded. <span style='color:gray'>Hmm I'll get one more screenshot of the weldable near the ceiling.</span>
At the top of the ladder is a weldable since the metal plate is damaged. Haven't tested it yet but it should also be destructable since it has a health of 1000.
You continue to amaze all of us. This map is going to kick so much..... posterior. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Whoa. This is just... whoa. That is just an extraordinary map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 17590Members
*bows*
i can see this map becoming official...as it should. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Commenting time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
On the first screenshot, nice planetary glow! I do want to say something about the corridor though. Whereas the wall textures have these pipe-looking things running along them, the colums (bulkheads?) seem too clean; a drab gray surface.
On the last screenie, with the ladder, the ladder looks pretty fugly. Although it *is* better than pretty much all other ladders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
this map is looking better and better every time i see it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
i got a couple suggestions for you first i suggest getting some one to model another ship to look at outside which will show how the marines arived on seconed since there are breakable things in your map i suggest you make it so those things respawn after a set time so we can keep breaking them over and over <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> third where the room is fludded and the door is closed make a small puddle of water near the door and make it so it seems water is dripping out i think thatll give it a nice touch
That texture you are using there... on the first screen and the fourth... those pillars or whatever they are have a texture on them. The texture itself is 'half' on it. Did you forget to scale it? Or do you want to leave it that way?
The elevator seems a little unbalanced, maybe have another set of supourt girders on the right, plus itll make the wall on the right seem less flat. Other than that dam fine work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
WHAT?!?! o_O
By saying this you have instantly become my mortal enemy and arch nemesis.
My computer invariably displays things far too dark (prolly the GFMX's fault but meh), and as a result I had to jack Gamma to 5 and Brightness to a whopping 13 to be able to see anything at all in NS apart from a few super-bright lights on the ceiling. Unfortunately as a result of this compensation all the colours in NS are completely screwed, stuff is too saturated and looks cartoony, or bits are too dark/bright.
NS is not too bright.
ON-TOPIC:
I think that the skybox is pretty good actually, it seems to work well, let's just see what happens when the red lighting from the planet is implemented.
And, the dark mood of the map is probably going to rawk, as long as I can save up enough for my new Radeon X800 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I wouldn't mention it except that the rest of your map is at an amazing level of quality, and I'm just hoping that all the nits can be given that same level.
Since I'm at school at the moment I can't get you a screenie of the redisch glow just yet, I'll upload a screenie once I get home <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
i like the 2nd one better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
<img src='http://dorian.carpe-noctem.ca/models/solar/solar1.jpg' border='0' alt='user posted image' />
Any updates?
If the lighting is nice enough I'll get a <b>preview</b> screenshot online <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
A major setback on progress the last week(s) and especially next week is my school project. The deadline is this friday so the progress on achio will be paused for at least 1 more week.
Typisch nederlands... gier <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> !
I can't wait to play this one... for sure!
the red glow some of you wanted to see:
A elevator. This the second main entrance of the starboard generator hive:
Same elvevator now lowered:
inaccessable detail. The door is broken and can't be opened. I left it open a little so players can peek inside <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> Theres a crushed ceiling behind it with a flickering light and spark to finish the detail and behind that the crushed corridor (which Is accessable ofcourse <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> )
The new area im working on at the moment. I did build this to quick so r_speeds are way wrong @ 850 at some points. The lighting is still not even near final, and the architecture is also NOT complete , also i'm going to change some opacities of the glass and water since this is to light.
<b>Info about the shot:</b>
The left area of the water cleansing system is flooded due to the asteroid crushing water pipes (yet to be made). The door does not work and the resnode on the left is broken. The resnode on the right does work and this area is not flooded.
<span style='color:gray'>Hmm I'll get one more screenshot of the weldable near the ceiling.</span>
At the top of the ladder is a weldable since the metal plate is damaged. Haven't tested it yet but it should also be destructable since it has a health of 1000.
You continue to amaze all of us. This map is going to kick so much..... posterior. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i can see this map becoming official...as it should. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
On the first screenshot, nice planetary glow! I do want to say something about the corridor though. Whereas the wall textures have these pipe-looking things running along them, the colums (bulkheads?) seem too clean; a drab gray surface.
On the last screenie, with the ladder, the ladder looks pretty fugly. Although it *is* better than pretty much all other ladders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
i got a couple suggestions for you
first i suggest getting some one to model another ship to look at outside which will show how the marines arived on
seconed since there are breakable things in your map i suggest you make it so those things respawn after a set time so we can keep breaking them over and over <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
third where the room is fludded and the door is closed make a small puddle of water near the door and make it so it seems water is dripping out i think thatll give it a nice touch
mhm... btw:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=71353' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=71353</a> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Edited screens 1/2: