Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited November 2006
<!--quoteo(post=1579022:date=Nov 20 2006, 04:29 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE(Soul_Rider @ Nov 20 2006, 04:29 PM) [snapback]1579022[/snapback]</div><div class='quotemain'><!--quotec--> Looking very good all.
I'm really struggling with the mapping, been such a long time since i did any mapping at all and i was only doing it for 5 months beforehand anyway.
Any links to some really good tutorials on some of the finer points of mapping (when to use func_detail over func_wall) and some other tips and tweaks specifically targeted at source mapping would be most helpful. <!--QuoteEnd--></div><!--QuoteEEnd-->
PogoP, that dark blue corridor looks seriously awesome. Are those circular things props? Did you make them?
My biggest worry looking at the screenshots so far is that there is nothing very interesting going on in the game-space. The game space is where marines and aliens are most likely to be; so far in this thread it's mostly been just flat floors with a door at the end, and I most attribute that to these being style tests rather than actual levels. Not knowing how NS2 will play is a contributing factor to that too.
But levels that are flat floors everywhere are dull for combat. Maps need new situations for players to be in, and for the game-space to be dynamically changing as the player moves about the map, be it different floors in rooms, obstacles in the middle of the path, slopes, angled corridors, whatever. Look at machina as an example - there is a large variety of different terrains and game spaces, which while not working as well as I would like a lot of the time, offer new gameplay situations that are otherwise not possible in other maps.
Make your maps unique not just in look and style, but in the way they play too! I realise this is difficult to plan for until an idea is given about what will work and what won't, but just bear it in mind. Practice in NS if you want to try out new ideas, the geometry can always be copied over into NS2 when the time comes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
True Merkaba, but y'know I think we're still stuck in this NS mapping kind of mindset. Claustrophobic corridors and small spaces, which is hard to get away from. Even more so, since we have absolutely no idea what NS2 is going to be like gameplay wise. However we could ofcouse try something totally different, which absolutely won't work in NS1 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
I'm still not used to this "not working entity" thing I seem to have. probably I'm to lazy to do the proper research, but something simple as water SHOULD WORK!!! mine just blacks out or is not seetrough when I add it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1585071:date=Dec 7 2006, 01:39 AM:name=Merkaba)--><div class='quotetop'>QUOTE(Merkaba @ Dec 7 2006, 01:39 AM) [snapback]1585071[/snapback]</div><div class='quotemain'><!--quotec--> PogoP, that dark blue corridor looks seriously awesome. Are those circular things props? Did you make them?
My biggest worry looking at the screenshots so far is that there is nothing very interesting going on in the game-space. The game space is where marines and aliens are most likely to be; so far in this thread it's mostly been just flat floors with a door at the end, and I most attribute that to these being style tests rather than actual levels. Not knowing how NS2 will play is a contributing factor to that too.
But levels that are flat floors everywhere are dull for combat. Maps need new situations for players to be in, and for the game-space to be dynamically changing as the player moves about the map, be it different floors in rooms, obstacles in the middle of the path, slopes, angled corridors, whatever. Look at machina as an example - there is a large variety of different terrains and game spaces, which while not working as well as I would like a lot of the time, offer new gameplay situations that are otherwise not possible in other maps.
Make your maps unique not just in look and style, but in the way they play too! I realise this is difficult to plan for until an idea is given about what will work and what won't, but just bear it in mind. Practice in NS if you want to try out new ideas, the geometry can always be copied over into NS2 when the time comes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Merkaba, that's just the kind of feedback I'm looking for. I'll bear those ideas in mind, and yeah this is really just a style test; just keeping my Source mapping skills from going rusty I guess.
And those props are default HL2 props actually, meant to be for some kind of substation but I thought they looked like funky looking fans.
WoW these SS are looking sexy! I cant wait to see some more of this. I have looked at the pk01 set of textures and those are some sweet looking peaces of art. But if any one has any more sets to share please do. Also has any one converted the NS:1 textures to Source yet, if so please share, if not any one have a tutorial because lots of them would be great to get due to them being hi-res already.
Any way keep up the great mapping the more I see the more I want to get into it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
if you own a map build a exsternal shell around it paint it to look like a space ish cut it into broken up debrie bits and drop it into a huge canyon or chasum surounded by high cliffs add a cave and tunneling net works and fill in the open spread bits
wow i finaly just read the whole thread nice work people, hum pogoP i see your steam your mist comeing out of the air lock at the top of the ladder, question can i get a quike run down on how that was achived, is it some sort of horison haze effect you get off a hot road in the distance or is it somesort of phantom primative thats sort of twisted wraped and transparent similar to this
It's just an env_steam entity set to heatwave or something along those lines.
Flayra, could you give us a vague indication of when you hope to have the NS2TR by? I have been having this killer urge to make something for NS2, but I can't even make a good back story for my map because I have no idea what the gameplay is like. When can we expect some more proper info on what NS2 will be like?
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
edited December 2006
But Source doesn't support shadows for materials with transparency. Maybe they somehow improved the engine itself (thaw will be cool). Also from that screen U can see that shadows on those pipes under grating are very accurate (shadows on props ?). Also chcek shadows on pipes in this <a href="http://mods.moddb.com/gallery/image/52279/" target="_blank">screenshot</a>.
Just dunno, maybe it is really a render from Maya. Maybe that grating is whole prop_dynamic with shadow, I guess it from how the shadow is cast on wall in right. ?
The Shadows in this screen look like ingame screens. I would say, that they improved the source engine as good as possible(with the limited SDK).
I dont think so, that BMS would fake effects into a screen, they dont need such ###### stuff to promote their mod <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />...anyway, if this is not edited, then I would like to see such an improvement in NS 2 for sure ^^. *Starts ns2 mapping idea stuff.....thinks...*
I would imagine that they have simply lowered the lightface (or whatever it's called) value to about 1, so that shadows are very sharp, not blurred when set as they are when set 16. Then, to get the grating effect they would have drawn 'bars' across the brush using brushes covered in the blocklight texture. But all that would send BSP sizes through the <i>roof.</i>
Rendy_CZechLife is a KoanJoin Date: 2003-10-11Member: 21608Members
<!--quoteo(post=1589581:date=Dec 17 2006, 08:39 PM:name=PogoP)--><div class='quotetop'>QUOTE(PogoP @ Dec 17 2006, 08:39 PM) [snapback]1589581[/snapback]</div><div class='quotemain'><!--quotec--> I would imagine that they have simply lowered the lightface (or whatever it's called) value to about 1, so that shadows are very sharp, not blurred when set as they are when set 16. Then, to get the grating effect they would have drawn 'bars' across the brush using brushes covered in the blocklight texture. But all that would send BSP sizes through the <i>roof.</i> <!--QuoteEnd--></div><!--QuoteEEnd-->
I thought that nobody is THAT insane <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1593481:date=Dec 31 2006, 04:41 PM:name=Kabelen)--><div class='quotetop'>QUOTE(Kabelen @ Dec 31 2006, 04:41 PM) [snapback]1593481[/snapback]</div><div class='quotemain'><!--quotec--> Here's what I've come up with through the last few days. Still WIP and the lighting is not what I had in mind but here goes:
Snip<!--QuoteEnd--></div><!--QuoteEEnd-->
How did you manage to create those deformed walls??
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
The same textures that everyone else trying to create things for NS in the source engine. PhilipK's quake4-ish source textures. Look earlier in the topic for download link!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1595776:date=Jan 7 2007, 12:18 PM:name=Andos)--><div class='quotetop'>QUOTE(Andos @ Jan 7 2007, 12:18 PM) [snapback]1595776[/snapback]</div><div class='quotemain'><!--quotec--> You mean the rocks or the supports? The rock is made out of displacements (terrain) in the HL2 engine.
The support beams/walls are probably func_detail brushwork. <!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
Looking very good all.
I'm really struggling with the mapping, been such a long time since i did any mapping at all and i was only doing it for 5 months beforehand anyway.
Any links to some really good tutorials on some of the finer points of mapping (when to use func_detail over func_wall) and some other tips and tweaks specifically targeted at source mapping would be most helpful.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.interlopers.net/index.php?page=tutorials.htm" target="_blank">http://www.interlopers.net/index.php?page=tutorials.htm</a>
Very good tutorials there
<a href="http://www.interlopers.net/forum/viewtopic.php?t=13905" target="_blank">http://www.interlopers.net/forum/viewtopic.php?t=13905</a>
My biggest worry looking at the screenshots so far is that there is nothing very interesting going on in the game-space. The game space is where marines and aliens are most likely to be; so far in this thread it's mostly been just flat floors with a door at the end, and I most attribute that to these being style tests rather than actual levels. Not knowing how NS2 will play is a contributing factor to that too.
But levels that are flat floors everywhere are dull for combat. Maps need new situations for players to be in, and for the game-space to be dynamically changing as the player moves about the map, be it different floors in rooms, obstacles in the middle of the path, slopes, angled corridors, whatever. Look at machina as an example - there is a large variety of different terrains and game spaces, which while not working as well as I would like a lot of the time, offer new gameplay situations that are otherwise not possible in other maps.
Make your maps unique not just in look and style, but in the way they play too! I realise this is difficult to plan for until an idea is given about what will work and what won't, but just bear it in mind. Practice in NS if you want to try out new ideas, the geometry can always be copied over into NS2 when the time comes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I'm still not used to this "not working entity" thing I seem to have. probably I'm to lazy to do the proper research, but something simple as water SHOULD WORK!!! mine just blacks out or is not seetrough when I add it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
PogoP, that dark blue corridor looks seriously awesome. Are those circular things props? Did you make them?
My biggest worry looking at the screenshots so far is that there is nothing very interesting going on in the game-space. The game space is where marines and aliens are most likely to be; so far in this thread it's mostly been just flat floors with a door at the end, and I most attribute that to these being style tests rather than actual levels. Not knowing how NS2 will play is a contributing factor to that too.
But levels that are flat floors everywhere are dull for combat. Maps need new situations for players to be in, and for the game-space to be dynamically changing as the player moves about the map, be it different floors in rooms, obstacles in the middle of the path, slopes, angled corridors, whatever. Look at machina as an example - there is a large variety of different terrains and game spaces, which while not working as well as I would like a lot of the time, offer new gameplay situations that are otherwise not possible in other maps.
Make your maps unique not just in look and style, but in the way they play too! I realise this is difficult to plan for until an idea is given about what will work and what won't, but just bear it in mind. Practice in NS if you want to try out new ideas, the geometry can always be copied over into NS2 when the time comes <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks Merkaba, that's just the kind of feedback I'm looking for. I'll bear those ideas in mind, and yeah this is really just a style test; just keeping my Source mapping skills from going rusty I guess.
And those props are default HL2 props actually, meant to be for some kind of substation but I thought they looked like funky looking fans.
Any way keep up the great mapping the more I see the more I want to get into it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
BOOM map
Ton of textures there, but you need to pay for them. It's pretty cheap though.
<img src="http://ic3.deviantart.com/fs12/f/2006/327/3/7/Zerg_space_travel_by_NEX17.jpg" border="0" alt="IPB Image" />
hum i might have to get to work on some high poly props
wouldnt know how to source a fy them, i have the plugin for maya but its use to me is still sketchie
keep u pthe great work peoples
Flayra, could you give us a vague indication of when you hope to have the NS2TR by? I have been having this killer urge to make something for NS2, but I can't even make a good back story for my map because I have no idea what the gameplay is like. When can we expect some more proper info on what NS2 will be like?
Cheers.
I'm really curious how they managed to make get that grating texture to cast shadows ?
usaly does it
how ever if you only have a partaly transparent back ground i belive yo uahve to go into and remove a few things from the networked texture
Just dunno, maybe it is really a render from Maya. Maybe that grating is whole prop_dynamic with shadow, I guess it from how the shadow is cast on wall in right. ?
I dont think so, that BMS would fake effects into a screen, they dont need such ###### stuff to promote their mod <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />...anyway, if this is not edited, then I would like to see such an improvement in NS 2 for sure ^^. *Starts ns2 mapping idea stuff.....thinks...*
I would imagine that they have simply lowered the lightface (or whatever it's called) value to about 1, so that shadows are very sharp, not blurred when set as they are when set 16. Then, to get the grating effect they would have drawn 'bars' across the brush using brushes covered in the blocklight texture. But all that would send BSP sizes through the <i>roof.</i>
<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought that nobody is THAT insane <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
here raytrace shadows with transparency textures
<a href="http://www.3dtreat.com/pages/tutorials/RaytraceShadowFix/solution.html" target="_blank">http://www.3dtreat.com/pages/tutorials/Ray...x/solution.html</a>
<img src="http://www.home.no/kab3l1/screenshots/ns2test/ns2test1.jpg" border="0" alt="IPB Image" />
<img src="http://www.home.no/kab3l1/screenshots/ns2test/ns2test2.jpg" border="0" alt="IPB Image" />
Here's what I've come up with through the last few days. Still WIP and the lighting is not what I had in mind but here goes:
Snip<!--QuoteEnd--></div><!--QuoteEEnd-->
How did you manage to create those deformed walls??
They are not simple brushwork, thats for sure...
The rock is made out of displacements (terrain) in the HL2 engine.
The support beams/walls are probably func_detail brushwork.
You mean the rocks or the supports?
The rock is made out of displacements (terrain) in the HL2 engine.
The support beams/walls are probably func_detail brushwork.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Terrain displacements in source???
Damn, I seem to have overlooked that...
<img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />