And on a more off topic note, can anyone present their reasons to me for using those template textures? I find it just... wrong. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Template Textures? Also, the big pieces of machinary aren't prefabs, they are models. You use a prop_static and set the model to something. You can have animating prop_dynamics, too.
<!--QuoteBegin-Archimedes+Aug 3 2005, 05:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Archimedes @ Aug 3 2005, 05:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Vigil+Aug 3 2005, 01:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vigil @ Aug 3 2005, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And on a more off topic note, can anyone present their reasons to me for using those template textures? I find it just... wrong. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Template Textures? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think Vigil means the dev_measure* textures. And for my money, I think that they're definately preferable to a HL2 texture that would be considered a replacement anyway. They allow a newbie like me to appreciate lighting and geometry without being distracted by all of the metallic grey with rivets, grating and random computer monitors, anyway (rolleyes).
not quite, even without distracting textures applied i still keep getting the urge to grav gun grenades around while testing my map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i must have spent an hour last night seeing how far i could launch my corpse using a grenade
<!--QuoteBegin-TheDestroyer+Aug 3 2005, 08:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheDestroyer @ Aug 3 2005, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heres some screenies of what I whipped up in my lack of sleep.
Dunno if I'll finish it, though. I have a mod to work on. =/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> kinda looks like the holoroom in ns_hera
I still don't have the hang of the new editor <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
<!--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 dont understand the point of a deadline. Lets just keep it going anyway. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dunno, i figured the thread would probably die off anyways
i thouhgt i had until the 19th, as stated on the first page..
im really done i just havent managed to get my respective stuff together and on a website.
if i need to do that let me know and ill get it fdone tormarrow right now im contmeplating going out for a beer. or simply sleeping. something aobut being at work at an ungodly hour tomarrow morning.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Some fantastic work guys. Before my hard Drive blew up i had started work on trying to remake double on tanith? (I think it was tanith, with the water and the weldable vent?) in source so i could learn to use the new hammer and source. It was an abortion but i wish i still had a copy of it to put forward for advice anyway. keep it going guys, when i get a new hard drive, i'll get myself doing some of this for practice anyway.
there's hardly any difference between vhe 3.5 and 4. If you know how to use one you can use the other. Getting used to Source might take a little time, but not much. Just experiment with it and when you get something that is screenshot worthy let us know.
Using the dark powers within me (Constellation Access), I call forth this mapping thread, long deceased, to the realm of the living!
Just before the NS site went down *sob*, this "NS Sourceified" contest was nearing it's deadline. Of course, there were a couple discussions of extending that deadline, so how's 11 months sound? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Anyways, all joking aside...
In the interest of continuity, some people posted <a href="http://www.readyroom.org/forums/index.php?showtopic=18" target="_blank">this thread</a> at the Readyroom.org forums, but we never actually got any closure from this contest.
I was contributing to this contest, (I'm kinda amazed that ImageShack is still hosting my images <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ), and I am currently scouring my hard drive for the map I was working on.
Just wondering if there was anyone else who was interested in continuing this, especially now that NS Source is going to be a reality!
HI there, I'm busy at Perfect Dark Source mod for the maps but if you can take original file of the map you can rewrite it for Hammer 4 in .vmf format... that's better!
Or else, rework the maps with SOURCE Engine possibility not a simple copy.
i'm try to make a new one map for NS:S asap I want to try opened map that's should be intersting gameplay with jetpack/alien -Kharaa come to earth or Marine discover Kharaa on their planet ...
Anyway nice idea but do not forgot the SourceMapping setpping : Low brush work, Much model
About datda center highlight, try to use selfilfum texture ^^
I had a pretty good room going on. But, sadly I just had the hdd kick it last week. So unless its on my backup I'll have to take a few weeks to get anything going.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2006
Heh, maybe there's somebody that's been working away at a map for the past 11 months. I'm sure they'll be posting their progress anyday now <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
InsaneAnomalyJoin Date: 2002-05-13Member: 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
I haven't made any changes to what I posted earlier. To be honest it was just something I knocked out when I was bored. But I'm pretty damned bored at the moment too, so maybe I'll do something else.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2006
The thing that's hard about mapping for source is that it takes a lot more skill to produce a (NS quality) map. You just can't have a bunch of fancy brushwork for most of the level anymore <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />. I'm not a mapper at heart, I don't have the patience to get good at it.
This isn't a reconstruction of any particular map, just me messing with displacement maps and some converted textures with hand-drawn bumpmaps.
Displacement maps for infestation means fun loving goo <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited August 2006
That looks cool merkaba, although the texture looks stretched on the right side of the camera shot and on the curved part of the ceiling. Still, doesn't look bad for just messing around with it. The hive areas in the source version should get a big improvement from high res textures\normal maps. I was gonna try a remake of that cave room from ns_hera with the reflective water shader reflecting the fan above, but I probably won't finish it. I havn't been mapping for years and the relative scale is hard to get down when remaking areas.
<!--quoteo(post=1564893:date=Aug 1 2006, 06:50 AM:name=aeroripper)--><div class='quotetop'>QUOTE(aeroripper @ Aug 1 2006, 06:50 AM) [snapback]1564893[/snapback]</div><div class='quotemain'><!--quotec--> That looks cool merkaba, although the texture looks stretched on the right side of the camera shot and on the curved part of the ceiling. <!--QuoteEnd--></div><!--QuoteEEnd-->
Thats an optical illusion, the ceiling curves right, while the wall curves up to the ceiling, like a tube, with a smooth curve in it.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Agreed, get to work mappers <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
Comments
And on a more off topic note, can anyone present their reasons to me for using those template textures? I find it just... wrong. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Template Textures?
Also, the big pieces of machinary aren't prefabs, they are models. You use a prop_static and set the model to something. You can have animating prop_dynamics, too.
And on a more off topic note, can anyone present their reasons to me for using those template textures? I find it just... wrong. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Template Textures? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I think Vigil means the dev_measure* textures. And for my money, I think that they're definately preferable to a HL2 texture that would be considered a replacement anyway. They allow a newbie like me to appreciate lighting and geometry without being distracted by all of the metallic grey with rivets, grating and random computer monitors, anyway (rolleyes).
not quite, even without distracting textures applied i still keep getting the urge to grav gun grenades around while testing my map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i must have spent an hour last night seeing how far i could launch my corpse using a grenade
<a href='http://destroyer.evilsquid.net/files/pictures/nssource/hera0000.jpg' target='_blank'>1</a>
<a href='http://destroyer.evilsquid.net/files/pictures/nssource/hera0001.jpg' target='_blank'>2</a>
<a href='http://destroyer.evilsquid.net/files/pictures/nssource/hera0002.jpg' target='_blank'>3</a>
Dunno if I'll finish it, though. I have a mod to work on. =/ <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
kinda looks like the holoroom in ns_hera
I dunno, i figured the thread would probably die off anyways
im really done i just havent managed to get my respective stuff together and on a website.
if i need to do that let me know and ill get it fdone tormarrow right now im contmeplating going out for a beer. or simply sleeping. something aobut being at work at an ungodly hour tomarrow morning.
Just before the NS site went down *sob*, this "NS Sourceified" contest was nearing it's deadline. Of course, there were a couple discussions of extending that deadline, so how's 11 months sound? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Anyways, all joking aside...
In the interest of continuity, some people posted <a href="http://www.readyroom.org/forums/index.php?showtopic=18" target="_blank">this thread</a> at the Readyroom.org forums, but we never actually got any closure from this contest.
I was contributing to this contest, (I'm kinda amazed that ImageShack is still hosting my images <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ), and I am currently scouring my hard drive for the map I was working on.
Just wondering if there was anyone else who was interested in continuing this, especially now that NS Source is going to be a reality!
-Sinter
Or else, rework the maps with SOURCE Engine possibility not a simple copy.
i'm try to make a new one map for NS:S asap I want to try opened map that's should be intersting gameplay with jetpack/alien
-Kharaa come to earth or Marine discover Kharaa on their planet ...
Anyway nice idea but do not forgot the SourceMapping setpping :
Low brush work, Much model
About datda center highlight, try to use selfilfum texture ^^
but such is life.
Displacement maps for infestation means fun loving goo <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<img src="http://www.archwolf.net/merkaba/srcinfest4.jpg" border="0" alt="IPB Image" />
That looks cool merkaba, although the texture looks stretched on the right side of the camera shot and on the curved part of the ceiling.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats an optical illusion, the ceiling curves right, while the wall curves up to the ceiling, like a tube, with a smooth curve in it.