Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2005
<!--QuoteBegin-BulletHead+Apr 13 2005, 11:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Apr 13 2005, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so... why is the engine exhaust nozzel INSIDE the ship? *blink* <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well the nozzle of the exhaust isn't inside the ship, also these engines don't have the rocket blast out the back as the current rockets have. So they also don't need a bellshaped nozzle exhaust.
I also posted the way I made these pipes somwhere on page 2 <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Note on these pipes: I used 45° and then a triangle (3 points) pipe to cover the gap<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'll add to this that you have to rotate it on the z x or y axis, depends on the way your pipes are aligned to the axis, but you'll figure it out I guess...
@Recoup: What's a man without a plan? A plan for a day is a day lived like a man...
A science fiction about the ship it's propultion system, I'll put this all in the first post some day, I did put it in the backstory
The ship uses a new kind of propultion system called gravity displacement. In simple terms the system uses the ships own mass cores to gain momentum. The mass cores consist of very heavy iron balls the size of a truck rotating near the speed of light suspended inside a magnetic field, The result of the mass stress on the ball it's molecules will turn these balls effectively into a micro white hole, the opposite of a blackhole. So instead of pulling things with it's gravity it expells gravity. This is controlled by the current of the magnetic field, so get the current wrong and you have a problem on your hands <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The energy gained by this mass/gravity extraction is called black mass, which consists of gravity fields. The gravity fields will be broken up into molecules using a nanite particle accelerator. The mass core and nanite particle accelerator are located in front of the engine compartments.
The nanite particle accelerator bombards the molecules with nanites to reprograms the molecules their magnetic properties to be positive. After they have run trough the process they are then pushed into the engine under superheated presure trough the 'gold colored pipes', since the pipes are ionized they won't get warm at all, this is for crew safety.
In the front part of each engine module there are positive magnets, they push the now positive molecules towards the nozzles and this momentum under very high pressure will push the ship forward. The exaust will look like a greenish glowing lightbeam.
A small joke about this can be made. The scientists who designed this system could not answer the simple question "why are these beams green?" <!--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-->
So in short, it's kind of a mag-lev train with the tracks builtin <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
? Can you show me a hammer view of the pipes then?
Cause I'm clueless as to how the heck you did those pipes... I keep getting invalid brush errors <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
So you don't like the gray texture used in the back, that makes two votes against it. Also once in the post you screenshots thread. I'll have a look at some other texture to be used there, still have some unused w-poly on that side of the hive to make use of so that might help to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Could you explain what you mean with the 'seperating floor and wall' part? Not quite sure what to make of it <!--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-->
Maybe a small explaination (related to this perhaps) on the infestation, as I see it.
The infestation is in my mind a fleshy/gooey entity, which graduately infests a room and starts with the closest warm part of the room it enters. As you can see the engines on the port side of the room are completely infested and the bacterium is working it's way towards the starboard side of the room. Also keep in mind that this is a secondary infestation part of the map, so it's not as infested as the starboard generator will be where the infested meteorite actually hit/entered the ship. From what I've seen in some textures the bacterium also has a harder time trying to infest light sources or computer screens, that's why I made some of the lights still visible from the engines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What I'm trying to get at is related to your "fleshy, gooey entity" description. This is also how i see the infestation; by nature it should pay absolutly no attention to the cardinal directions of up/down versus sideways. I think that when one looks at infestation it should give the impression of an amorphous cavity with no real "architecture" to it. While I am absolutely googley over those beautiful spikes, having distinctly vertical and horizontal ones, and emphaizing this by changing their colors, is counter-intuitive to the nature of the creepy crud and works againt the goal of designing a mass of goo to look like it doesnt care about our human preconceptions of "top, bottom, and walls." My suggestion would either be to make them all the same color, or to spread the two colors randomly rather than dividing them using a logical order, since the infestation is illogical. But this is a big fuss over not much, and I am sorry to carry on about it... It's just difficult for me to phrase simply.
As for the back wall, I love Moultano's "groin vault" Idea, especailly if it recedes into darkness. That plus the infestation would really give this room a feeling of "there is no cube" and would really help the already awesome atmosphere in some way i cant quite phrase. Plus it would eliminate that ugly, overused texture. *wink*
I've NEVER figured that out... 0o <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> you make a 20 degree bend, and then do that a whole bunch of times. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> ehm... 30°? 15° steps can be used without getting into trouble.
and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.
edit: and from my point of view this is the coolest hive ever. it even rocks my source hive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Liar... it makes any 8 sided piipe become an invalid structure <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
At least, turning it 15 or 30 degrees on the z axis does <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I just wanted to point out that it is NOT possible (at least not to my knowledge) to rotate a object exactly 20° using the hammer tools.
<!--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--> you nerver press together the control +m modify tools ftw in hamer ^^.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2005
Computer core
This will be the double res of the map. It has 2 vent entrances, and 3 doors. One door (the large one) is activated by a dual button security system. The room can only be opened from one side. The acces hallway is shown in screenshot 3...
Ways to open the door: 2 marines/aliens a marine commander combo, a commander can't do it alone it's to fast a smart/capable spitting Gorge
Once the main door is open it will trigger the two other doors to open. Players will be unable to close the door during a round, maybe a mallfunction or something to give this more plausibility
<!--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--> its os candy the monitor break and the iamge loose data =D.
edited: wrning too much repatness white light. solution is control+i or control+l or control+m rotate z axis 180 degrees. put the lights focus at monitors panel controsl than ambiente.
edited 2: could you put a overlay in that controsl to bring light for the room instead of that white lights?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited May 2005
Yeh you probably came in when I was editing/uploading the pictures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Also If you cannot see them I posted a link to all of the pictures in the first post.
[edit] Not sure what you mean with your edit. Are your talking about the lights above the computer screens?
You know, this is the most original and refreshing new artistic style of NS map we've seen in a great long time. I am most impressed, and I think you would be hard pressed to find someone who was not. I'm quite jealous.
Screenshots show good progress. One thing I do have quarms with however are some of the textures. Many of them appear to be stretched quite considerably, creating stripey effects. Have you considered creating a new texture that does the same job but doesn't look like it's been stretched? I'm talking about the engine hive s1+2 I think.
I do like the size of everything, nice and big. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
The only textures which have been enlarged quite a bit are indeed the "brownish" textures on the engines. But ingame they don't look that bad. We'll see once the map is done what the final verdict is on them will be from the community <!--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-->
The time I do have available for the revision I rather spend on creating areas, might change it in the end though, but not at the moment.
Not really a fan of the metal texture where the res nodes are. It seems to clash with the other colours in the room. Something slightly darker would fit nicely. Also where does gorgey take cover in that room?
Where does anyone take cover apart from behind the big pillar? It needs something where phatteys can hide, maybe some trenches, railings or partitions. You could raise the base of the pillar and have concentric steps coming out from it. If you did it well they would be big enough to take cover behind, but low enough not to destroy the architecture.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
hmm forums were reset?
Ah well got some screenshots of the other areas I promised...
First stop the loadingbay, this is the marine start. Theres a dropship located on the platform where the marine base will be build. This platform is basicly a huge elevator (not working of course). Anyway, it's used to offload cargo on the different decks onboard Achio, as you can see (well trust me on this one) It's locked at level3. This is where the marine squads will enter Achio. The second exit is trough the loadingbay command terminal, which is at level 4. Most of Achio accessable (for ns) areas are located at level 1 and 2 <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/loading_bay.jpg" border="0" alt="IPB Image" />
Good old H-junction, the central access terminal for most of Achio. still needs infested textures... <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/h-junction.jpg" border="0" alt="IPB Image" />
and some other areas... <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/locker_room.jpg" border="0" alt="IPB Image" />
One small concern I have is the marine start, it looks like it will be a nightmare to defend when the aliens have lerks and fades in the field. The high ceilings coupled with what appears to be a lower level below the starting platform will make that room a breeze for a semi competant fade. Other than that it looks awesome though!
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
We'll see once it's ready to playtest. I however also had the same conclusion, but then again it could work out (I hope <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />)
Anyways, I'm more concerned with clipnodes. If I compile with -cliptype legacy I'm at 97.3% and am stuck with some sticky walls for the skulk (inferstation/complex brushes) However if I compile with the newer -cliptype precise, I'm arround 44% and the stickyness is gone. BUT then I get some very weird clipping hull problems like none solid walls/floors in the complex areas of the starboard section (asteroid impact site) and some hallways which are the exact same width as others, but aren't accessable anymore for the onos...
But since I don't have any room left in the legacy cliptype, I'm forced to have a look at this very very weird problem...
Anyone had this problem before and willing/able to give me some idea of WTH IS GOING ON <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Warning: Leaf portals saw into leaf, got a few of them. But they are gone when I only compile the starboard generator. However the weird clipping hull stays when I use precise...
This is the topdown view of the starboard gen and engine <img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/weird-clipping.jpg" border="0" alt="IPB Image" />
I'm going to try compiling without the starboard generator to see if this fixes the weird clipping in the hallways. Cause the hallways are the most work intensive...
I've had compile problems sometimes, causing invisible walls and holes. One map, I had to use the "normalized" setting, while my most recent would have issues with that and precise worked fine. I can't remember right off the top of my head, but I think normalized is the "middle" value, that still fixes sticky corners. I use the last version that XP Cagey (p-13?) built due to not really hearing how amckern's version was holding up.
I had the same problem as well when using cliptype precise with my medium-sized combat map (so a very small map, compared to yours). Weird clipping in my hive (complex brushes) in normal, and holes/noclip in some random places in precise mode. I'm mapping with QuArK and i have a few brushes wich are off the grid like 126.00060,258,-72.00500, so i thought "hmm this is probably cause of that". But i see it's not (i assume you're using hammer). I "fixed" it by compiling in normal mode, and by modifying the architecture in the areas where the clipping was weird. Imo it's a compile tool problem then. I'm using Cagey's build p15.
<!--quoteo(post=1566405:date=Sep 15 2006, 09:52 PM:name=BigD)--><div class='quotetop'>QUOTE(BigD @ Sep 15 2006, 09:52 PM) [snapback]1566405[/snapback]</div><div class='quotemain'><!--quotec-->I use the last version that XP Cagey (p-13?) built due to not really hearing how amckern's version was holding up. <!--QuoteEnd--></div><!--QuoteEEnd-->
There were problems with hlrad crashing on 3.1 or 3.2 of the zhlt series, but the final build 3.4 seems to work fine. You might want to try it.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2006
A little status report, I'm at the moment disecting the entire offending area and have come across some vertexes which weren't on the grid. Also I'm testing all individual bloks (small sections of the hallways etc..) of the map seperate to see if the compile with good clipping hulls.
The compile tools I'm currently using (and also used for all the latest screenshots were zhlt3.4, I tried these cause p13 and p15 also gave me problems with precise and normalised.
I'll try and beat this weird crap out of existance...
End of report <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
[edit 1] It seems it's not a problem in the hive area, I just compiled the hive area on it's own and now also the hallways are accesable for the Onos. Which is supposed to happen because they are the exact same width as other hallways which it can walk in... I did happen to fix some vertexes which were off the grid, not sure if this fixed it...
Continueing to clean up the hallway...
- Are my eyes bleeding yet, due to overwhelming amount of vertexes? Yup... - Do I care? Nope <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
[edit 2] Found 3 overlaping brushes, they were diagonally shaped and looked like they were in perfect alignment.
[edit 3] Still not much of a breaktrough with this, I even managed to recreate the weird clipping hull which "was fixed" I'm on the verge of deleting the hallway and putting in a less detailed one (probably just to test, but it might stay <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" /> )
[edit 4] Well it has little to none effect whatever I try. It either fixes one area and then screws up another area. And I'm deadset on using precise cause it fixed all stuck issues in the other hives. So I'm better of rebuilding this one area then trying to fix little things with no end in sight. I'm first going to catch some Z's o/
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2006
Well after much consideration and <b>rebuilding/rechecking/reevaluating/testing other cliptypes per change</b>, I've gone with cliptype simple. I've read about it's "problems" like much much more stickyness and stuff. However I thought: I want to see that with my own eyes". It seems that opposite is true. I've tested it a whole lot troughout the entire map, with all of the marine movement types (jetpack, normal walking, heavy) and all of the alien classes.
I've come to the conclusion that it is in some areas the same as precise and other areas even better, like the aft engine infestation for example. There are however a few small places which it is a little more stickier then precise, but still miles ahead of legacy...
All of the above and because it fixes the weird clippinghull near the starboard generator. Plus the fact that it saves a whole lot more clipnodes then the other cliptypes (even precise), made me switch to simple. I've avoided it since I thought it's the worst one right after cliptype smallest, but it seems that's not entirely true...
Note: normalised does almost the same weird thing as precise, all be it a little less weird <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
[edit] I've also managed to get the 8 Warning: Leaf portals saw into leaf errors down to just 3 (entire map compile) Simply by fixing some off grid vertexes and overlapping brushes . The entire area I've been working on has been cleaned up due to the rebuilding most of it. I'm going to try and get rid of the last ones by helping vis with hint/skip brushes lateron...
Comments
Well the nozzle of the exhaust isn't inside the ship, also these engines don't have the rocket blast out the back as the current rockets have. So they also don't need a bellshaped nozzle exhaust.
I also posted the way I made these pipes somwhere on page 2
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Note on these pipes:
I used 45° and then a triangle (3 points) pipe to cover the gap<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'll add to this that you have to rotate it on the z x or y axis, depends on the way your pipes are aligned to the axis, but you'll figure it out I guess...
@Recoup:
What's a man without a plan? A plan for a day is a day lived like a man...
A science fiction about the ship it's propultion system, I'll put this all in the first post some day, I did put it in the backstory
The ship uses a new kind of propultion system called gravity displacement. In simple terms the system uses the ships own mass cores to gain momentum. The mass cores consist of very heavy iron balls the size of a truck rotating near the speed of light suspended inside a magnetic field, The result of the mass stress on the ball it's molecules will turn these balls effectively into a micro white hole, the opposite of a blackhole. So instead of pulling things with it's gravity it expells gravity. This is controlled by the current of the magnetic field, so get the current wrong and you have a problem on your hands <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
The energy gained by this mass/gravity extraction is called black mass, which consists of gravity fields. The gravity fields will be broken up into molecules using a nanite particle accelerator. The mass core and nanite particle accelerator are located in front of the engine compartments.
The nanite particle accelerator bombards the molecules with nanites to reprograms the molecules their magnetic properties to be positive. After they have run trough the process they are then pushed into the engine under superheated presure trough the 'gold colored pipes', since the pipes are ionized they won't get warm at all, this is for crew safety.
In the front part of each engine module there are positive magnets, they push the now positive molecules towards the nozzles and this momentum under very high pressure will push the ship forward. The exaust will look like a greenish glowing lightbeam.
A small joke about this can be made. The scientists who designed this system could not answer the simple question "why are these beams green?" <!--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-->
So in short, it's kind of a mag-lev train with the tracks builtin <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Cause I'm clueless as to how the heck you did those pipes... I keep getting invalid brush errors <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I've lost my talent touch. <!--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-->
I see sorta how you did it... but still no clue how you got the 45 degree one to work right... it always bugs on mine
is it cause I'm rotating it 45* on the z axis, not the y axis?
bending pipes arent only rotains is mroe vertex manipulation and clip tools.
So you don't like the gray texture used in the back, that makes two votes against it. Also once in the post you screenshots thread. I'll have a look at some other texture to be used there, still have some unused w-poly on that side of the hive to make use of so that might help to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Could you explain what you mean with the 'seperating floor and wall' part? Not quite sure what to make of it <!--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-->
Maybe a small explaination (related to this perhaps) on the infestation, as I see it.
The infestation is in my mind a fleshy/gooey entity, which graduately infests a room and starts with the closest warm part of the room it enters. As you can see the engines on the port side of the room are completely infested and the bacterium is working it's way towards the starboard side of the room. Also keep in mind that this is a secondary infestation part of the map, so it's not as infested as the starboard generator will be where the infested meteorite actually hit/entered the ship.
From what I've seen in some textures the bacterium also has a harder time trying to infest light sources or computer screens, that's why I made some of the lights still visible from the engines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What I'm trying to get at is related to your "fleshy, gooey entity" description. This is also how i see the infestation; by nature it should pay absolutly no attention to the cardinal directions of up/down versus sideways. I think that when one looks at infestation it should give the impression of an amorphous cavity with no real "architecture" to it. While I am absolutely googley over those beautiful spikes, having distinctly vertical and horizontal ones, and emphaizing this by changing their colors, is counter-intuitive to the nature of the creepy crud and works againt the goal of designing a mass of goo to look like it doesnt care about our human preconceptions of "top, bottom, and walls." My suggestion would either be to make them all the same color, or to spread the two colors randomly rather than dividing them using a logical order, since the infestation is illogical. But this is a big fuss over not much, and I am sorry to carry on about it... It's just difficult for me to phrase simply.
As for the back wall, I love Moultano's "groin vault" Idea, especailly if it recedes into darkness. That plus the infestation would really give this room a feeling of "there is no cube" and would really help the already awesome atmosphere in some way i cant quite phrase. Plus it would eliminate that ugly, overused texture. *wink*
I've NEVER figured that out... 0o <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you make a 20 degree bend, and then do that a whole bunch of times. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ehm... 30°? 15° steps can be used without getting into trouble.
and he really faked it. its just one half of the pipe which makes things much easier. looks nice anyway.
edit: and from my point of view this is the coolest hive ever. it even rocks my source hive <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Liar... it makes any 8 sided piipe become an invalid structure <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
At least, turning it 15 or 30 degrees on the z axis does <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I just wanted to point out that it is NOT possible (at least not to my knowledge) to rotate a object exactly 20° using the hammer tools.
modify tools ftw in hamer ^^.
This will be the double res of the map. It has 2 vent entrances, and 3 doors. One door (the large one) is activated by a dual button security system. The room can only be opened from one side. The acces hallway is shown in screenshot 3...
Ways to open the door:
2 marines/aliens
a marine commander combo, a commander can't do it alone it's to fast
a smart/capable spitting Gorge
Once the main door is open it will trigger the two other doors to open. Players will be unable to close the door during a round, maybe a mallfunction or something to give this more plausibility
Now on with the candy:
<img src='http://members.home.nl/m.borgman/ns-forum/ns_achio2/cc1.jpg' border='0' alt='user posted image' />
<img src='http://members.home.nl/m.borgman/ns-forum/ns_achio2/cc2.jpg' border='0' alt='user posted image' />
<img src='http://members.home.nl/m.borgman/ns-forum/ns_achio2/cc3.jpg' border='0' alt='user posted image' />
its os candy the monitor break and the iamge loose data =D.
edited:
wrning too much repatness white light.
solution is control+i or control+l or control+m rotate z axis 180 degrees.
put the lights focus at monitors panel controsl than ambiente.
edited 2:
could you put a overlay in that controsl to bring light for the room instead of that white lights?
[edit]
Not sure what you mean with your edit. Are your talking about the lights above the computer screens?
And yeh I'll add an overlay on those screens.
don't know realy, im not sure that blue fits with the other stuff on that arc, but that might be just me
I do like the size of everything, nice and big. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The time I do have available for the revision I rather spend on creating areas, might change it in the end though, but not at the moment.
Where does anyone take cover apart from behind the big pillar? It needs something where phatteys can hide, maybe some trenches, railings or partitions. You could raise the base of the pillar and have concentric steps coming out from it. If you did it well they would be big enough to take cover behind, but low enough not to destroy the architecture.
Ah well got some screenshots of the other areas I promised...
First stop the loadingbay, this is the marine start. Theres a dropship located on the platform where the marine base will be build. This platform is basicly a huge elevator (not working of course). Anyway, it's used to offload cargo on the different decks onboard Achio, as you can see (well trust me on this one) It's locked at level3. This is where the marine squads will enter Achio. The second exit is trough the loadingbay command terminal, which is at level 4. Most of Achio accessable (for ns) areas are located at level 1 and 2
<img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/loading_bay.jpg" border="0" alt="IPB Image" />
Good old H-junction, the central access terminal for most of Achio. still needs infested textures...
<img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/h-junction.jpg" border="0" alt="IPB Image" />
and some other areas...
<img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/locker_room.jpg" border="0" alt="IPB Image" />
<img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/carge_transfer_s-01b.jpg" border="0" alt="IPB Image" />
One small concern I have is the marine start, it looks like it will be a nightmare to defend when the aliens have lerks and fades in the field. The high ceilings coupled with what appears to be a lower level below the starting platform will make that room a breeze for a semi competant fade. Other than that it looks awesome though!
Keep up the good work.
Anyways, I'm more concerned with clipnodes. If I compile with -cliptype legacy I'm at 97.3% and am stuck with some sticky walls for the skulk (inferstation/complex brushes) However if I compile with the newer -cliptype precise, I'm arround 44% and the stickyness is gone. BUT then I get some very weird clipping hull problems like none solid walls/floors in the complex areas of the starboard section (asteroid impact site) and some hallways which are the exact same width as others, but aren't accessable anymore for the onos...
But since I don't have any room left in the legacy cliptype, I'm forced to have a look at this very very weird problem...
Anyone had this problem before and willing/able to give me some idea of WTH IS GOING ON <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Annoying question I know, but: are there any abnormal messages in your compile log?
This is the topdown view of the starboard gen and engine
<img src="http://members.home.nl/m.borgman/ns-forum/ns_achio2/2006/weird-clipping.jpg" border="0" alt="IPB Image" />
I'm going to try compiling without the starboard generator to see if this fixes the weird clipping in the hallways. Cause the hallways are the most work intensive...
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There were problems with hlrad crashing on 3.1 or 3.2 of the zhlt series, but the final build 3.4 seems to work fine. You might want to try it.
The compile tools I'm currently using (and also used for all the latest screenshots were zhlt3.4, I tried these cause p13 and p15 also gave me problems with precise and normalised.
I'll try and beat this weird crap out of existance...
End of report <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
[edit 1]
It seems it's not a problem in the hive area, I just compiled the hive area on it's own and now also the hallways are accesable for the Onos. Which is supposed to happen because they are the exact same width as other hallways which it can walk in... I did happen to fix some vertexes which were off the grid, not sure if this fixed it...
Continueing to clean up the hallway...
- Are my eyes bleeding yet, due to overwhelming amount of vertexes?
Yup...
- Do I care?
Nope <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />
[edit 2]
Found 3 overlaping brushes, they were diagonally shaped and looked like they were in perfect alignment.
[edit 3]
Still not much of a breaktrough with this, I even managed to recreate the weird clipping hull which "was fixed" I'm on the verge of deleting the hallway and putting in a less detailed one (probably just to test, but it might stay <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" /> )
[edit 4]
Well it has little to none effect whatever I try. It either fixes one area and then screws up another area. And I'm deadset on using precise cause it fixed all stuck issues in the other hives. So I'm better of rebuilding this one area then trying to fix little things with no end in sight. I'm first going to catch some Z's o/
I've come to the conclusion that it is in some areas the same as precise and other areas even better, like the aft engine infestation for example. There are however a few small places which it is a little more stickier then precise, but still miles ahead of legacy...
All of the above and because it fixes the weird clippinghull near the starboard generator. Plus the fact that it saves a whole lot more clipnodes then the other cliptypes (even precise), made me switch to simple. I've avoided it since I thought it's the worst one right after cliptype smallest, but it seems that's not entirely true...
Note:
normalised does almost the same weird thing as precise, all be it a little less weird <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
[edit]
I've also managed to get the 8 Warning: Leaf portals saw into leaf errors down to just 3 (entire map compile) Simply by fixing some off grid vertexes and overlapping brushes . The entire area I've been working on has been cleaned up due to the rebuilding most of it. I'm going to try and get rid of the last ones by helping vis with hint/skip brushes lateron...