Spark Editor: Environment Art Asset Requests
Metro
Join Date: 2007-09-15 Member: 62316Members
<div class="IPBDescription">The Unofficial E.A.A.R thread!</div>So since noone has made this thread yet, as Cory suggested, I thought I would do it. (Maybe someone did but since the forums had some issues it may have been lost! Or maybe I can't find it.)
Basically this is the thread to request Environmental Art Assets that you would like to see. So if there's anything special that you feel is missing, feel free to request it here.
Note that this thread is not made for discussion as much as requests in general, so while chatting, do try to keep it short in this particular thread and it'll make it a lot easier to filter out the requests, thanks!
I realize that there is a similar thread in the Ideas & Suggestion forums, but it's rather outdated and not really a request thread for Environmental assets.
Also I would like to remind everyone that it's been said that <b><u>there are no guarantees that your requests will be fulfilled</u></b>, it's just to give UWE some ideas of what people would like to see.
So let's fill this thread up with awesome requests! Go og ogo!
Basically this is the thread to request Environmental Art Assets that you would like to see. So if there's anything special that you feel is missing, feel free to request it here.
Note that this thread is not made for discussion as much as requests in general, so while chatting, do try to keep it short in this particular thread and it'll make it a lot easier to filter out the requests, thanks!
I realize that there is a similar thread in the Ideas & Suggestion forums, but it's rather outdated and not really a request thread for Environmental assets.
Also I would like to remind everyone that it's been said that <b><u>there are no guarantees that your requests will be fulfilled</u></b>, it's just to give UWE some ideas of what people would like to see.
So let's fill this thread up with awesome requests! Go og ogo!
Comments
- More types of pipes in varying conditions, new, old broken.
- Barrels, crates and boxes, some with warning signs, some just cargo crates of varying size with different labels.
- Litter and food/drink items. Evidence of people living and sleeping, bunk beds perhaps. Chairs and tables. Work desks.
- More tools, futuristic notepads, walkie talkies, flashlights, laptops.
- In case of emergency equipment, fire extinguishers, panic buttons, things in 'break glass' cabinets.
- More lighting props, siren type lighting, led lights, more screens with working displays.
- More windows, with glass if possible, vary sizes, shapes and design.
- Cabinets with space suits inside.
- Prop vehicles, small two man spaceships for example to put in hangers or in the future skybox.
-Logos: TSA logos, mining corp logos, and even less complicated art like a medical cross, various arrows, long strips of color used for large scale labeling, ect.
-Numbers & Letters (e.g. "Level 1" "Sector 8" "District 9"). Pretty straight forward, each letter/number is a separate file/stamp.
-Signs: Think airport and bar sized signs that would be common inside NS2 facilities, with the smallest being 128x128 pixels. These could be placed upon walls or custom support beams, either way they'd be 3D assets rather than the two above points.
Other: I was personally pretty surprised to see a complete lack of chairs, tables (e.g. long cafeteria tables), benches, crates (large storage crates!), and carts (there is one or two I think, actually). I know it's a refinery art set, but you'd be surprised how much the smaller items can liven up a level.
-Logos: TSA logos, mining corp logos, and even less complicated art like a medical cross, various arrows, long strips of color used for large scale labeling, ect.
-Numbers & Letters (e.g. "Level 1" "Sector 8" "District 9"). Pretty straight forward, each letter/number is a separate file/stamp.
-Signs: Think airport and bar sized signs that would be common inside NS2 facilities, with the smallest being 128x128 pixels. These could be placed upon walls or custom support beams, either way they'd be 3D assets rather than the two above points.
Other: I was personally pretty surprised to see a complete lack of chairs, tables (e.g. long cafeteria tables), benches, crates (large storage crates!), and carts (there is one or two I think, actually). I know it's a refinery art set, but you'd be surprised how much the smaller items can liven up a level.<!--QuoteEnd--></div><!--QuoteEEnd-->
Cory mentioned (before the forum rollback) that in one of the upcomming patches we'd be able to change the decals, etc the 7 sign currently in the editor, to change the number to anything we'd like.
Now that I've woken up properly and all I have a request that I was thinking of earlier.
- Broken/trashed/rusty versions of what we already have. Broken pipes, broken doors, consoles, terminals, etc, etc.
To help make rooms that look like they've been trashed by Kharaa attacks before the marines arrived at the location.
Most stories around maps seem to revolve around a station/base/colony being attacked and losing contact so marines come to investigate. So it would make sense that there would be evidence of fights, even if it's just poor workers that've been trampled, but even more if there'd been marines/security around. So that's something I'd like to be able to portray better!
-Logos: TSA logos, mining corp logos, and even less complicated art like a medical cross, various arrows, long strips of color used for large scale labeling, ect.
-Numbers & Letters (e.g. "Level 1" "Sector 8" "District 9"). Pretty straight forward, each letter/number is a separate file/stamp.
-Signs: Think airport and bar sized signs that would be common inside NS2 facilities, with the smallest being 128x128 pixels. These could be placed upon walls or custom support beams, either way they'd be 3D assets rather than the two above points.
Other: I was personally pretty surprised to see a complete lack of chairs, tables (e.g. long cafeteria tables), benches, crates (large storage crates!), and carts (there is one or two I think, actually). I know it's a refinery art set, but you'd be surprised how much the smaller items can liven up a level.<!--QuoteEnd--></div><!--QuoteEEnd-->
Decals, being the texture form of stackables, are also important.
Personally I think some way of paiting HL1 intro style 'follow this line to get to this area' stripes onto walls and floors would be useful, it'd certainly help with map navigation in places. You could either do it with iconic pipes or light strips, or you could engineer some mystical decal system to work it.
Also perhaps rather than simply making an entire decal set for every conceivable sign, could you perhaps make a display screen entity that we could just type a message into and have it display it? More versatile and presumably less memory intensive. It'd also be grand for map-activated things like doors locking and unlocking or lift status displays.
I can't say that we'll be getting decals in time for the next art patch, as there's still a lot of higher priority tasks on the editor and game left to do. But yes, once the tech for it is done we'll be able to do all the signs and numbers and letters and logos, etc.
Also, we are planning on doing a pass towards the end for damaged versions of existing assets.
Anyway, good thread, guys, keep the ideas coming.
--Cory
I wanted to make really clean and white spaceship hallways, but right now most of the art is gray or black. I'd love the ability to reskin props, or at least switch through a few palette options.
Best solution I've found for that is not limiting yourself by texture name. Just because it's labeled "ceiling" doesn't mean you HAVE to use it as a ceiling texture. Use the line tool to split up a the polygon that represents your ceiling and get creative with the textures.
I also wanted to suggest giving us a static mesh of the Skulk for the purposes of scale, it would help in making vents and crawl spaces. Or maybe release the dimensions of each form so we can adjust accordingly.
I definitely agree on the crates, though. More rectangular prism objects that are generic enough to be interspersed with creates, too.
* More kharaa type of objects? One thing I'm thinking about is more infestation textures or possibly introducing more things from the kharaa "world". Maybe this is already covered in the Biodome art-set but still have to ask.
I also support the idea of uh, death in the levels. It will make the conflict feel more real if there's evidence that people have actually died in this. Maybe not gory but bloodied helmets, bones, bloodstains, jackets and boots e.t.c.
This was a no-no in NS1 and I imagine it'll stick around in NS2.
Second Please list all objects and textures in directories instead of typing its name.
Directories can be : walls, lights, ceils, aliens, marines, tools, boxes, windows, doors, gadgets, vechiles, machines, ladders, supports, liquids, effects, tech.points. etc.
Here are my list
- warnings including alien figures like in movie District 9
- water drops
- steam injections
- hot air simulation (steam like)
- gas containers, vessels etc.
- crack pipes & hoses with water drops and some other liquids (green, yellow plastics etc.)
- very large LCD panels like in COD MW2 and StarWars Unleashed including details of aliens, map etc.
- working machines (pistons, presses, torchlights, saw, robot arms, grinder etc. )
- different type of Res. towers including broken Res. Towers
- different type of bloods to wall & floor
- alien parts with bloods
- faeces of onoses, gorges etc.
(Also there should be blood on of mode in the game for my children because sometimes I play with him or he watch me)
Of any form really. Preferably lava, though, as we have the industrial/refinery set to work with at the moment! But this is already planned as far as I know, so it should come eventually.
- More Kharaa stuff would be nice, yeah.
Though I imagine DI will make sections of the map rather Kharaa-ish in a dynamic way (depending on hive positions and such) so I don't know how much we should actually make pre-infested areas if we want the map to work more dynamically. But some props for it would be nice nontheless!
- Glass, absolutely agree with that.
I would love to see glass surfaces aswell. But right now it's rather easy to imagine glass wherever you want it to be by just leaving it open to the void. So I wouldn't put it as a high priority.
- Marine/Security props. Surveillance cameras, metal-detectors, alarm-buttons, etc.
I'd love to see more marine/security props around. I know we have a lot of human things, as it is human environments. But at the moment there's nothing to indicate military/security presence. I don't mean the actual marine buildings and such, but just things to make security-areas more believable. Doesn't have to be TSA, just some security-company or the likes. I would imagine refineries and such would have some sort of security-stations, especially if you're going for a more militaristic factory or the likes.
That's all I can think of right now! Lot's of great ideas here, and great to know that you're planning damaged versions of current props for a later release, Cory!
(Yes, I'm bitter about that editor-bug)
That's rather grand, I didn't expect that sort of depth to the implementation.
<img src="http://www.iopred.com/files/bin.jpg" border="0" class="linked-image" />
I have no problem modelling, but I'm really bad at concepts, if anyone wants to shoot some *original* concept art, I'll be happy to model/skin it. (I say original, because I want it to suit NS, and not be something stolen from conceptart.org)
I'm working on a 3D model prop ( is a dropship ), when I finish can you texture/skin it?
<a href="http://img260.imageshack.us/i/ns2dropship2.jpg/" target="_blank"><img src="http://img260.imageshack.us/img260/4679/ns2dropship2.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img260.imageshack.us/i/ns2dropship1.jpg/" target="_blank"><img src="http://img260.imageshack.us/img260/358/ns2dropship1.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img403.imageshack.us/i/ns2dropship.jpg/" target="_blank"><img src="http://img403.imageshack.us/img403/1010/ns2dropship.th.jpg" border="0" class="linked-image" /></a>
Sorry, the tech isn't there yet for glass, and there is some trickiness involved with getting it to work with the kind of lighting system that is being used. But it is something the editor will get, and we'll put out some glass textures with it as soon as its done.
<!--quoteo(post=1740552:date=Nov 26 2009, 05:01 PM:name=linfosoma)--><div class='quotetop'>QUOTE(linfosoma @ Nov 26 2009, 05:01 PM) <a href="index.php?act=findpost&pid=1740552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll say it again, I would really like a way to import custom made props into levels.<!--QuoteEnd--></div><!--QuoteEEnd-->
We are planning on releasing all the tools eventually that will allow you to do that. We want it to be very easy to create and bring in your own custom props, both for maps and for mods created using our engine. One word of warning, though, we will be particular about the quality and visual cohesiveness of any custom props used in a map, for any that considered for inclusion as an official map.
<!--quoteo(post=1740602:date=Nov 26 2009, 08:38 PM:name=Triggerman)--><div class='quotetop'>QUOTE(Triggerman @ Nov 26 2009, 08:38 PM) <a href="index.php?act=findpost&pid=1740602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->* Make the lighting props have an off-texture in case we want to be able to shut off lights or simply placing it on the level without emitting light. Maybe a way to tie lighting entities (flickering and such) to the skin brightness on the model itself?
* More kharaa type of objects? One thing I'm thinking about is more infestation textures or possibly introducing more things from the kharaa "world". Maybe this is already covered in the Biodome art-set but still have to ask.<!--QuoteEnd--></div><!--QuoteEEnd-->
Off versions of lights, and the ability to create flickering lights, will be coming. We need that for the powergrid gameplay system, as well, so we can have lights turn off and on in support of that.
Not sure yet if there will be actual infestation textures included in the editor for NS2 (the one that's in there is an old stand in texture) , as we are doing all the infestation dynamically as an effect this time around.
<!--quoteo(post=1740617:date=Nov 26 2009, 09:20 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Nov 26 2009, 09:20 PM) <a href="index.php?act=findpost&pid=1740617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This was a no-no in NS1 and I imagine it'll stick around in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tycho is right, in general we will be avoiding blood and gore, such as body parts, corpses, pools of blood, etc.
<!--quoteo(post=1740720:date=Nov 27 2009, 06:18 AM:name=Genomaxter)--><div class='quotetop'>QUOTE(Genomaxter @ Nov 27 2009, 06:18 AM) <a href="index.php?act=findpost&pid=1740720"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Categories. Under the prop window. With the addition of the next art patch. Separating things such as textures and Props into Categories would be an absolute god send.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that more oganization for this would be great. I believe this is on Max's to do list, already, but I will double check.
--Cory