Community "ns Sourceified" Contest

123468

Comments

  • ZephorZephor Join Date: 2002-12-25 Member: 11547Members, Constellation Posts: 527
    Yeah, i was getting tired of Cold Turn so I took some time and did another easier part. I'll probably get to texturing both

    Here is a teaser. Guess the location? tounge.gif

    user posted image
    |DL|Zephor^_^
    [NAPT]-IPB Image
  • MentarMentar Join Date: 2004-08-03 Member: 30321Members Posts: 249
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation Posts: 651
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester Posts: 1,690
    I posted this on the HL2World forums so I guess I'll post this here too:

    Any suggestions?
    -ns2_icarus original map
    -ns_nancy remake lead
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Don't use those NS textures in with the HL2 ones. Looks fine lazer, maybe use some props for things such as pipes and I personally don't like the plain walls.
    blah blah blah
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester Posts: 1,690
    QUOTE (Thaldarin @ Jul 31 2005, 05:47 PM)
    Don't use those NS textures in with the HL2 ones. Looks fine lazer, maybe use some props for things such as pipes and I personally don't like the plain walls.

    Agreed. When some hires NS textures come out that's one of the first places they're going. The light on the ceiling is a prop, it just doesn't have a good texture on it. So is the panel next to the door complete with an animated screen. The brushwork pipes on the ceiling and in the vents were just thrown in quickly so I could snap a screenshot without it looking too empty.
    -ns2_icarus original map
    -ns_nancy remake lead
  • ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation Posts: 6,132
    Another suggestion, transparent floors to make the area look busier? Maybe a vent across the ceiling? A fixing on the wall with a jet of steam coming out?
    blah blah blah
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow Posts: 2,875 Advanced user
    Good textures would make a huge difference in most of those shots. Maybe a texture sourcification topic would be in order?

    I've experimented a little and the result is not THAT awfull, allthough it would be much better(and much more time consuming) to remake the textures from scratch. Unexpectedly normal map generation is quite easy to do well with a combination of nvidia's photoshop plugins and some hand drawing.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Nice lazer. I love those corridors because it really made me feel immersed in the game. I always wondered what was behind the doors and the whole layout feels so real, so much so that I have a homage planned for it in ns_solace.

    I guess what you've got to do is ask yourself how you could make that corridor even more realistic. Go back and look at Nancy and think about what the mappers haven't been able to do there on the HL engine that you could maybe do on Source.

    I'd start by de-flattening that door. Try pushing the door further into the wall so there's an actual threshold to stand in. You'll also notice that the corridor's pretty dark. I think that's probably to save energy, but you'd expect to have a light over the doorway so that you can see who's standing outside your door before you answer.

    Thald's right about the floor/ceiling. Think about how buildings are designed. The light fixtures are usually on the ceiling and they usually have power conduits running through the space above the ceiling. If this is a truckers in space scenario, the designers might not be so bothered about hiding the pipes, instead having them secured behind grates so that they can easily locate problems and access the conduits to fix it.

    Give yourself an Modus Operandae as the interior designer of this vessel. What are your priorities: looks or functionality? Is this section of the map for prolonged use or just to be passed through? Where does it lead to? Who's going to use the corridor? Does the floor need to be flat/grippy/grooved?

    etc.
  • The_CheatThe_Cheat It's a The Cheat! Join Date: 2003-11-19 Member: 23191Members, Constellation Posts: 294
    QUOTE (Soylent green @ Aug 1 2005, 03:50 AM)
    Good textures would make a huge difference in most of those shots. Maybe a texture sourcification  topic would be in order?

    You're way behind the times. nerd-fix.gif

    Sadly, it seems the project has gone inactive. confused-fix.gif
    Yeah man. I'll gnaw your face off.
    - Teh C.

    image
  • ArchimedesArchimedes Join Date: 2005-08-02 Member: 57387Members Posts: 7
    Hey, here is my entry (Work in Progress):
    It's the room from co_sava that is near the marine spawn.

    Before:
    user posted image

    After:
    user posted image

    Comments appreciated smile-fix.gif
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation Posts: 2,064
    You havent mapped much, have you? smile-fix.gif



    @Lazer well the style looks like nancy, but there's no room on nancy that has that door to the right.
    LOL BLOG!
    also known as narc
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester Posts: 1,690
    QUOTE (coris @ Aug 2 2005, 07:08 PM)
    You havent mapped much, have you? smile-fix.gif



    @Lazer well the style looks like nancy, but there's no room on nancy that has that door to the right.

    True but what I showed was a concept hallway not really a specific place in the map.
    -ns2_icarus original map
    -ns_nancy remake lead
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation Posts: 2,064
    Oh silly me :<
    LOL BLOG!
    also known as narc
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos Posts: 2,589 Advanced user
    QUOTE (Archimedes @ Aug 2 2005, 07:54 PM)
    Hey, here is my entry (Work in Progress):
    It's the room from co_sava that is near the marine spawn.

    I happen to be a very big fan of Mendasp's work. He does a great job whatever project he works on. Unfortuantly, I don't think your room does justice to that room at all. Maybe it's because Mendasp does such a great job with really using the textures to their full potential but your room feels somewhat flat and lifeless. It seems like you just slapped on a generic texture while at the same time loseing some of the detail that Mendasp does with brushwork. I also don't think the water fits the scene there.
    毎日勉強したら上手になるよ
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Way to give positive feedback, KFDM. Man the irony train is turning into the Mapping Forum bike these days...

    What he meant to say was:
    I can see that, like me, you like Mendasp's work enough to want to pay it homage by making a Source version. What makes Mendy's work so great is that he uses the textures so well in his work, so maybe you should bear that in mind. Try getting the proportions and angles right in the room and choose a texture that really suits it. It doesn't have to be a similar looking texture, just one that fits the scene. The water's interesting, I'm intrigued as to how it might turn out.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer Posts: 3,912 admin
    No, he didn't mean to say that at all.

    Frankly, I don't see what's wrong with what he said.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
    Maybe that's not what he meant to say, but he came across as fairly agressive, which, coming from someone who's always complaining about being put down for his mapping, is kind of pot-kettle.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation Posts: 737 Fully active user
    Heres some screenies of what I whipped up in my lack of sleep.

    1
    2
    3

    Dunno if I'll finish it, though. I have a mod to work on. =/
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation Posts: 3,225
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation Posts: 737 Fully active user
    edited August 2005
    QUOTE (Crispy @ Aug 3 2005, 09:00 AM)
    Which one, TD?

    Which one what?

    [EDIT]Epicenter is the mod, if thats what you ment. Didnt want to post it unless someone asked. =/[/EDIT]
  • FreddehFreddeh Join Date: 2003-07-29 Member: 18520Members, Constellation Posts: 258
    That looks like holoroom to me smile-fix.gif
    user posted imageProud to be a Constie

    QUOTE (Vermillion @ Mar 26 2005, 06:20 PM)
    damn i cant post links due to the fact the web name has a cuss word in it
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation Posts: 230
    QUOTE (Freddeh @ Aug 3 2005, 09:10 AM)
    That looks like holoroom to me smile-fix.gif

    Indeed...but I think when the question of "Which one" the poster was talking of which mod TD was talking about.
  • ArchimedesArchimedes Join Date: 2005-08-02 Member: 57387Members Posts: 7
    Here we go, I updated my entry.

    Pics:
    user posted image

    user posted image

    user posted image

    user posted image

    I hope this looks better smile-fix.gif
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,219 Advanced user
    edited August 2005
    <removed mean insensitive bastard post>

    Work on your texturing and lighting. I can't tell whether some of the things in those shots are intentional effects or graphical bugs. The prefabs don't look like they belong there either.
  • ArchimedesArchimedes Join Date: 2005-08-02 Member: 57387Members Posts: 7
    QUOTE (moultano @ Aug 3 2005, 01:01 PM)
    ick . . . .

    No offense man, but damn, that's fugly. I'd recommend completely redoing the lighting.

    No offence taken.
    However, telling me to redo the lighting doesnt help me any. What is so bad about it? Please tell me what I'm going wrong and how I can improve it instead of just saying it isn't that great and re do it.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Posts: 4,219 Advanced user
    The strips of lights inside of the railing just aren't working for you. Its filling the room with weird ambient light, and making the rails look like they are glowing. The yellow spotlight is a good start.
  • VigilVigil Join Date: 2003-10-28 Member: 22066Members Posts: 91
    QUOTE
    However, telling me to redo the lighting doesnt help me any. What is so bad about it? Please tell me what I'm going wrong and how I can improve it instead of just saying it isn't that great and re do it.


    It does look a bit better than the first shots, I'll give you that. I'll try to provide some useful comments.

    - The lighting looks way too flat. The room is filled with light, and yet from the first shot you can only clearly see one single light fixture. Where is all that light coming from? Pay attention to real life locations, and especially the amount of lights found in them, especially if there's no sun light available.

    - The color scheme is way off. You have some very strong white, and then yellow, blue and orange, while most of the level is grey.

    - The railings are overly bright when compared to, say, the floor. They pretty much look like they are glowing with an inner fire.

    And on a more off topic note, can anyone present their reasons to me for using those template textures? I find it just... wrong.
    WAR IS PEACE
    FREEDOM IS SLAVERY
    IGNORANCE IS STRENGTH
  • ArchimedesArchimedes Join Date: 2005-08-02 Member: 57387Members Posts: 7
    edited August 2005
    mad-fix.gif

    For some reason, the railings seem to "glow" no matter what kind of lighting I put in.
    sad-fix.gif


    I think i'll just ditch the model railings, they are more trouble then they are worth, and just stick with my brush-based ones.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation Posts: 4,412
    QUOTE (Lazer @ Jul 31 2005, 11:40 PM)
    I posted this on the HL2World forums so I guess I'll post this here too:

    Any suggestions?

    Nice work Lazer. That actually looks impressive. I'm not seeing how using Hl2 textures somehow makes it better than using the NS ones. Low resolution or not, It doesnt have the right atmosphere or style if it isnt using the NS texture set.
Sign In or Register to comment.