<!--QuoteBegin--Merkaba+Mar. 21 2002,12:49--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Mar. 21 2002,12:49)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Okay, I've changed the rock formation around the corner a bit. I've removed teh walkway for the moment as I'm going to replace it with a better one (in my opinion).
Which rock formation would you say is better?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Well, I'm going to have to go with the first pic until I see that incredibly sweet walkway return.
I like the second formation better. It looks a lot better without the rock cutting into that light strip texture you've got there. And the trim is, of course, a good addition.
I think the second formation is better as well. It doesn't look like its poking up through the structure on the left, as in the first pic, as ken20banks pointed out.
Very nice atmosphere by the way. I think its really awesome how you can make your map have such an in depth background, and to define the scenario that it takes place in. I haven't had a mapping project that I've really been devoted to, but this makes me want to start. I'm think i'm getting into my Whiskey Outpost map that i'm working on for the Starship Troopers Mod.
Very nice.
Oh yeah. I may be interested in doing some simple window modeling for you, or anyone. I just need to get a WORKING *.smd exporter for 3dsmax4, or register milkshape. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I'll just need you to tell me the dimensions you would like.
<!--QuoteBegin--Merkaba+Mar. 21 2002,18:48--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Merkaba @ Mar. 21 2002,18:48)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteBegin--Jedisar+Mar. 21 2002,17<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->6--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Jedisar @ Mar. 21 2002,17<!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->6)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and, anyway, I feel that Dark, gloomy maps are getting too...cliche`. I'd like to see a map where it wasn't focusing on "oh, Dark, Yesss..DARK! Mwahahhaa, I'll scare the crap outta the marines!"...What about making a map to scare the aliens, for a change?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> I do not map with the aim of scaring marines. I map with the intent of immersing the player in the world I create. Whether they happen to get scared or not isn't really my problem, and most of the 'fear' in NS will come from how the game is played, and is not something that is being forced onto the player.
If you find that outside area scary then, well...I think your brain sensorys are twisted up.
Have you ever heard of 'atmosphere'?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> I don't think it's Scary, but it reminds me too much of a set. It's too much like you're trying to make the atmosphere put marines on edge. It's not my map, but I'm just giving my honest opinion. That doesn't mean you should leap at my throat for giving it, otherwise no one will ever give their true opinions all the time. You have to take the good with the bad.
Everyone just needs to lighten up. We are all communicating through text, which is not a very efficient way of communicating emotions. Never assume too much about what the other person feels by what they type in words. Words can be interpreted in many ways, so we should take everything with a grain of salt. I'm not saying anything about anyone, but we all need to calm down and focus on positive communication.
Well said! And on that note, here's the next update...
Note, I've taken out that 'crusted rock' bit altogether, partially because it added to my planes a load, but mostly because it just didn't feel...right. It was only there in the first place as a result of my shoving a wall halfway through the cliff face, and whilst it looked pretty cool, it just kept on bugging me. Onward!
Different angle! In the future I am going to have a large glowing sign depicting the type of hanger number, and maxiumum craft size for the hanger. Probably end-of-map touching up that, tho.
Well after mentioning every idea I could to Merkaba in IRC and he telling me he already tried it or he doesnt have enough (planes, textures, etc) left to do it. I gave up and just said you can't mess with perfection! Love the little details like the smoke/steam coming out of the pipe in the 2nd screenshot on the right!
The lighting fits it now, Merk..It just seems to tie together, now that the ground is gone there..it looks like it would be, oh, I'd say dusk on that planet?
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Black Wolf the HL engine has had Alpha blended models since it came out, many windows in CS maps are done this way - or so I'm told. <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
erm, Mu_ this aint true at all, look at this CZ preview . . .
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->"First of all, we've done a lot of work with the model rendering so that we can now support things like alpha blending in model textures and level of detail for performance gains," <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
hmm, now tell me the half-life engine has upported alpha-blending since it came out . . . where did you see alpha blending in half-life? or any of its mods? if im wrong then ill be glad to admit it, just you need some proof . . .
Black wolf, you are getting confused over what was meant by 'transparent model'. HL doesn't currently support see-through faces on parts of a model (all the faces are 100% solid) but the entire model can be made transparent, which is what I was intending to do for the glass.
If you don't believe me...play the HL Hazard course and look at the sexy girl in orange. A very transparent girl indeed.
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Wow, that new walkway made a <b>huge</b> impact on the looks! It's dominating over everything else on the screen, as my eyes were forced to look toward them. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It will be different when you look from the inside though, as you'll be studying the atmospheric outside area. (As we can see on your lastest pic)
I simply <i>love</i> the feeling you must get of looking out of that well lit walkway into the dark, and very <i>deep</i> world that surrounds you. Nice!
I dont wanna seem lame or n e thing but....OMG <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> i h8 you.....this looks too good..
I say we storm his place and get the unfinished map and go around look around for ourselfs yeah <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
im not sure if this is fixable, but when the glass on the side of the walkway meets the glass on top it looks sort of wierd, like fuzzy or something. probably hard to change tho; the farthest ive gotten with mapping is a room with a light and two spawn zones for cs. i couldnt even make a buyzone... <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
I think that the one thing that isn't up to the same level is that solid strip of lighting in the hallway. I don't really think that that texture fits as well as a long strip as it probably should. Everything else, though, is simply fantastic.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->the farthest ive gotten with mapping is a room with a light and two spawn zones for cs. i couldnt even make a buyzone... <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
hehe =P
didn't CS automatically put buyzones around spawns though? or is it just me?
Okay, for anyone who missed it, this is the FINAL (crosses fingers!<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo--> outdoor look for Hera. Future edition may or may not include a model dropship <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
Which rock formation would you say is better?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Well, I'm going to have to go with the first pic until I see that incredibly sweet walkway return.
Very nice atmosphere by the way. I think its really awesome how you can make your map have such an in depth background, and to define the scenario that it takes place in. I haven't had a mapping project that I've really been devoted to, but this makes me want to start. I'm think i'm getting into my Whiskey Outpost map that i'm working on for the Starship Troopers Mod.
Very nice.
Oh yeah. I may be interested in doing some simple window modeling for you, or anyone. I just need to get a WORKING *.smd exporter for 3dsmax4, or register milkshape. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I'll just need you to tell me the dimensions you would like.
Anyone know of a working smd exporter?
I do not map with the aim of scaring marines. I map with the intent of immersing the player in the world I create. Whether they happen to get scared or not isn't really my problem, and most of the 'fear' in NS will come from how the game is played, and is not something that is being forced onto the player.
If you find that outside area scary then, well...I think your brain sensorys are twisted up.
Have you ever heard of 'atmosphere'?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I don't think it's Scary, but it reminds me too much of a set. It's too much like you're trying to make the atmosphere put marines on edge. It's not my map, but I'm just giving my honest opinion. That doesn't mean you should leap at my throat for giving it, otherwise no one will ever give their true opinions all the time. You have to take the good with the bad.
Note, I've taken out that 'crusted rock' bit altogether, partially because it added to my planes a load, but mostly because it just didn't feel...right. It was only there in the first place as a result of my shoving a wall halfway through the cliff face, and whilst it looked pretty cool, it just kept on bugging me. Onward!
wow that looks nice...
.........
Damn, Merk...
I CAN'T WAIT for this mod.
/me has teh new desktop image
A gift-wrapped perfection of map shots, and you had to go and hand them out in the forums. My poor, poor readyroom...
<!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
erm, Mu_ this aint true at all, look at this CZ preview . . .
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->"First of all, we've done a lot of work with the model rendering so that we can now support things like alpha blending in model textures and level of detail for performance gains," <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
hmm, now tell me the half-life engine has upported alpha-blending since it came out . . . where did you see alpha blending in half-life? or any of its mods? if im wrong then ill be glad to admit it, just you need some proof . . .
If you don't believe me...play the HL Hazard course and look at the sexy girl in orange. A very transparent girl indeed.
I simply <i>love</i> the feeling you must get of looking out of that well lit walkway into the dark, and very <i>deep</i> world that surrounds you. Nice!
damn i hate it when two people are arguing different correct points =D
i knew about the semi-transparency, guess i got a little off-the-track somewhere =D
but i was talking about the func_wall/func_illusionary-type see-throught thing, like the trees in CZ.
I say we storm his place and get the unfinished map and go around look around for ourselfs yeah <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The hits just keep on coming at <a href="http://www.readyroom.org" target="_blank">Readyroom.org</a>.
Like the man says, stop back in Sunday.
im not sure if this is fixable, but when the glass on the side of the walkway meets the glass on top it looks sort of wierd, like fuzzy or something. probably hard to change tho; the farthest ive gotten with mapping is a room with a light and two spawn zones for cs. i couldnt even make a buyzone... <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
hehe =P
didn't CS automatically put buyzones around spawns though? or is it just me?
<img src="http://www.readyroom.org/ns_maps/merkaba/ns_hera_cliff_09_8x6.jpg" border="0">