Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
A nice example of dark maps under the hl-engine, they can look good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Only thing which does tend to look weird are the windows which always seem to bright in hl.
It really looks worn down with this lighting. Nice looking map! Hope it's not to dark for some players...
Yea its really just the bare outline of the hive. I compiled it to see how it would look with the windows and the lighting then I'll add the details. I wanted the light to make a distinctive shape (of the window) on the ground but the light turned out to be spread out. I don't exactly like the windows either, too blue and bright.
<!--QuoteBegin-Thursday+Feb 1 2005, 05:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thursday @ Feb 1 2005, 05:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-GiGaBiTe+Jan 31 2005, 06:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Jan 31 2005, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i would think the pollution effect would look good if you had clouds of pollution in the sky that moved across the sky (like the old ns_tanith outside where the forcefields with the clouds) and have a kind of bog of pollution near to the ground that was only about up to your waist.
but of course that would take alot of entities to make, and have a bad hit in performance on older machines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Didn't that fog effect lag though? I thought that was why it was removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> <!--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--> i believe it was removed because it is an OGL only entity. Doesn't show up in DX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im not talking about hardware based fog, the clouds in the old ns tanith were sprites that moved between path_corners
Comments
It really looks worn down with this lighting. Nice looking map! Hope it's not to dark for some players...
Note that the ceiling is fine, and the light appears out of nowhere.
but of course that would take alot of entities to make, and have a bad hit in performance on older machines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Didn't that fog effect lag though? I thought that was why it was removed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--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--> i believe it was removed because it is an OGL only entity. Doesn't show up in DX.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
im not talking about hardware based fog, the clouds in the old ns tanith were sprites that moved between path_corners