<!--QuoteBegin-Zerotech+May 7 2004, 10:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zerotech @ May 7 2004, 10:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I sincerely believe this is the kind of lighting you guys are after, am i right? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, IMO, it would look like 30 times better if you used texture lights instead of entity lights for those lights on the walls (for all lights, actually). The only time you should need to use the light entity is if you want light without having to use a light fixture, or to make spotlights (light_spot and textured lights look really good).
I agree on setting up the texture lights, it's definitley the way to go.
Also, don't worry if you're using those lights to generate your flickering lights. You can assign your light to an entity and still set flicker lighting options on it.
As for general comments... the new screenshots look kind of dark, although I think that's the monitor i'm on atm. I'll edit later when I get home and can use a monitor that's properly adjusted.....and not covered in glare.
*Edit* Ok, now that I can see the screenshots properly, the lighting does look a lot better. My suggestion is to focus on getting texture lights working and putting details into the map. www.snarkpit.com and collective.valve-erc.com are great places to look for tutorials on hl mapping. Have fun with it.
Well, its definetly better then what u started with. The room needs a little bit of detail, like some supports along the sides of the walls and mabye some pipes or something, and change the roof a little bit so its not so flat.
You can add detail to the roof by adding a thin square/ rectangle brush a few units from the ceiling. then if you place a light souce inbetween the ceinling and ceiling panel you can add alot of detail. Very little lag is created by this neat effect.
If you place a trim (like moulding on a wall) around the base of the room around the edge you can add a great deal of depth to a room.
Finnaly that big orange spotlight looked nice, you should consider bringing it back into a darker room. If you add texture lighting on the wall computer screen textures so the room is more evenly lit it would be cool.
That hallway looked sweet. You might want to make support beams tracing the walls and ceiling though to give skulks a bit of cover.
You are doing a great job, just be sure that the map has orignal design, and does not look like other exsisting maps. Keep that look it has consistent throughout the design.
Thanks for the feedback guys, I just want to let you know that the only wad files I'm using are halflife.wad from (valve folder) and ns.wad (nsp folder) and that's all.
Hopefully I can great a wonderful map to play without using custom textures as they take up a lot of space and can cause an incrfease of lag and w_poly count.
I'm certain I could create a wonderful map using only 2 wad files hopefully it could be released as part of the ns official map cycle.
Ok I've begun experimenting the rad lighting technique. A Few fellows have demostrated what you need to do to get the rad lights to work (recommendation is to use a program called Batch Compiler, not only it will create your maps and entities also allows you more control of the rad light technique and more)
Looking pretty sweet dood, keep up the good work. Mabye you could make a few 45 degree angle walls on the MS, to make it look a bit better (not so squarish)
<!--QuoteBegin-Zerotech+May 8 2004, 12:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zerotech @ May 8 2004, 12:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thanks for the feedback guys, I just want to let you know that the only wad files I'm using are halflife.wad from (valve folder) and ns.wad (nsp folder) and that's all.
Hopefully I can great a wonderful map to play without using custom textures as they take up a lot of space and can cause an incrfease of lag and w_poly count.
I'm certain I could create a wonderful map using only 2 wad files hopefully it could be released as part of the ns official map cycle. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, I'd advice you to use ns2.wad as well (nsp folder), it's got some really great textures. Also, please don't use too many textures from halflife.wad, most of them are low-res and the wrong size (resulting in a blurry effect in-game). ns.wad has a few of these, but ns2.wad doesn't have any. Also, custom textures do not take up alot of space if you use them correctly, lag and wpoly count has nothing to do with the textures (only amount of brush detail and texture scale and such).
<!--QuoteBegin-Zerotech+May 8 2004, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zerotech @ May 8 2004, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i'm a bit concerned using the ns2 wad as you can see i would like my map to be backwards compatible with v2 and v1
if worst comes to worst then ill consider using the textures from bast, eclipse and hera. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Eh, first of all, it doesn't really matter if it's "backwards compatible" with NS 1.x or 2.x. The biggest crowd plays 3.0, so I don't think you have much to worry about. Also, almost every map in 3.0 now uses the ns2 wad, I'm guessing because it has alot more infestation textures so even the older maps can throw in a bit better infestation. And if you really wanted it to be backwards compatible, you could always throw in the ns2.wad as an "add-on" for those still using 1.x or 2.x.
not only that but it is possible to take the textures you used in ns2.wad and extract them for use in a custom wadfile for your map. That way if you have people who play 1.x/2.x you can give them this custom wadfile so they don't have to get ns2.wad to play your map.
Not only that, you can also include the textures you used directly into the .bsp with the -wadinclude <wadname>.wad command for the 1.0/2.0 map version if you insist on backwards compatibillity.
Alot of those lights looked too bright before you changed them, a yellowish light should not make a wall look white where it is the brightest. (Lowering the brightness of the light and increasesing the gamma ramp should look nicer)
RAD is used for both entity lights and texture lights, so there is nothing 'more RAD technique' about texture lights.
UPDATE: Ive now getting the hang of things with texture rendering and filtering I hope this new layout and design would appeal to everyone who would feel interested.
Looks good, however youre still using flat ceilings and large bare expanses of floor. Skulks are going to have problems, so are most aliens. I agree that maps can be too intricate and strange, eg ns_metal. Aim for something like hera where it feels like your fighting through varied environments. On hera most rooms do have flat ceilings but there is alot of detail that distracts from this. I wouldn't worry about ceilings that much at the moment, instead work on the rooms to make it an environment you can fight in. There is a reason why most ns maps are basically made out of corridor, and were they are not there is plenty of cover for aliens. Just out of interest are you going with any particular theme for your map?
Your rooms are way too open and have almost no architecture. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> You need a mix of small and big room and an abundance of hallways. Please don't take this the wrong way, I'm not trying to make fun of you, but you really need to work on your brushwork and lighting.
<!--QuoteBegin-LambdaProject+Jun 3 2004, 09:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Jun 3 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Your rooms are way too open and have almost no architecture. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> You need a mix of small and big room and an abundance of hallways. Please don't take this the wrong way, I'm not trying to make fun of you, but you really need to work on your brushwork and lighting. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> ahem, I can't make the marine spawn any smaller than it already is.
also the problem for me using smaller sizes is taht it's not alien team friendly.
Comments
Note: the orange light in the North Access Corridor I'm providing a more Raster looking effect.
Well, IMO, it would look like 30 times better if you used texture lights instead of entity lights for those lights on the walls (for all lights, actually). The only time you should need to use the light entity is if you want light without having to use a light fixture, or to make spotlights (light_spot and textured lights look really good).
Also, don't worry if you're using those lights to generate your flickering lights. You can assign your light to an entity and still set flicker lighting options on it.
As for general comments... the new screenshots look kind of dark, although I think that's the monitor i'm on atm. I'll edit later when I get home and can use a monitor that's properly adjusted.....and not covered in glare.
*Edit*
Ok, now that I can see the screenshots properly, the lighting does look a lot better. My suggestion is to focus on getting texture lights working and putting details into the map. www.snarkpit.com and collective.valve-erc.com are great places to look for tutorials on hl mapping. Have fun with it.
If you place a trim (like moulding on a wall) around the base of the room around the edge you can add a great deal of depth to a room.
Finnaly that big orange spotlight looked nice, you should consider bringing it back into a darker room. If you add texture lighting on the wall computer screen textures so the room is more evenly lit it would be cool.
That hallway looked sweet. You might want to make support beams tracing the walls and ceiling though to give skulks a bit of cover.
You are doing a great job, just be sure that the map has orignal design, and does not look like other exsisting maps. Keep that look it has consistent throughout the design.
Hopefully I can great a wonderful map to play without using custom textures as they take up a lot of space and can cause an incrfease of lag and w_poly count.
I'm certain I could create a wonderful map using only 2 wad files hopefully it could be released as part of the ns official map cycle.
Here's a Sample of mine.
Hopefully I can great a wonderful map to play without using custom textures as they take up a lot of space and can cause an incrfease of lag and w_poly count.
I'm certain I could create a wonderful map using only 2 wad files hopefully it could be released as part of the ns official map cycle. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, I'd advice you to use ns2.wad as well (nsp folder), it's got some really great textures. Also, please don't use too many textures from halflife.wad, most of them are low-res and the wrong size (resulting in a blurry effect in-game). ns.wad has a few of these, but ns2.wad doesn't have any. Also, custom textures do not take up alot of space if you use them correctly, lag and wpoly count has nothing to do with the textures (only amount of brush detail and texture scale and such).
if worst comes to worst then ill consider using the textures from bast, eclipse and hera.
if worst comes to worst then ill consider using the textures from bast, eclipse and hera. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Eh, first of all, it doesn't really matter if it's "backwards compatible" with NS 1.x or 2.x. The biggest crowd plays 3.0, so I don't think you have much to worry about. Also, almost every map in 3.0 now uses the ns2 wad, I'm guessing because it has alot more infestation textures so even the older maps can throw in a bit better infestation. And if you really wanted it to be backwards compatible, you could always throw in the ns2.wad as an "add-on" for those still using 1.x or 2.x.
Alot of those lights looked too bright before you changed them, a yellowish light should not make a wall look white where it is the brightest. (Lowering the brightness of the light and increasesing the gamma ramp should look nicer)
RAD is used for both entity lights and texture lights, so there is nothing 'more RAD technique' about texture lights.
Just out of interest are you going with any particular theme for your map?
I'll create a map which doesn't require any custom textures or sounds.
For now I'll be using the textures which have been officially released.
ahem, I can't make the marine spawn any smaller than it already is.
also the problem for me using smaller sizes is taht it's not alien team friendly.
I need rooms which are alien friendly.