<!--quoteo(post=1743673:date=Dec 13 2009, 10:09 AM:name=Comprox)--><div class='quotetop'>QUOTE (Comprox @ Dec 13 2009, 10:09 AM) <a href="index.php?act=findpost&pid=1743673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually he is talking about a bug with the lighting right now. It will be fixed :)<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, perhaps this image will clear up my question. The draw distance for shadows is pretty close.
<!--quoteo(post=1743669:date=Dec 13 2009, 05:43 PM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Dec 13 2009, 05:43 PM) <a href="index.php?act=findpost&pid=1743669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there any way to make the shadows show up further? They don't appear under the walkway unless I get closer.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm getting a bug where shadows will randomly appear/disappear depending on distance and viewpoint, is it like that?
<!--quoteo(post=1743673:date=Dec 13 2009, 04:09 PM:name=Comprox)--><div class='quotetop'>QUOTE (Comprox @ Dec 13 2009, 04:09 PM) <a href="index.php?act=findpost&pid=1743673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually he is talking about a bug with the lighting right now. It will be fixed :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Here's the room I've been working on while <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=108410&view=findpost&p=1743609" target="_blank">uStreaming</a> this weekend, still pretty WIP, just threw some basic lighting in and shadows are all turned off cause I have the yellow bug.
GISPBattle GorgeDenmarkJoin Date: 2004-03-20Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
<!--quoteo(post=1740954:date=Nov 27 2009, 08:17 PM:name=LordHorusNL)--><div class='quotetop'>QUOTE (LordHorusNL @ Nov 27 2009, 08:17 PM) <a href="index.php?act=findpost&pid=1740954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dammit man dont try to confuse me with your logic!!<!--QuoteEnd--></div><!--QuoteEEnd--> Just add a tupe, pipe, drill or wire thingy underneth the platform to supply the res, and viola, its logical again :)
This room is generic but it's looking good. You may want to increase the intentisity of the light though, it's looking a bit flat. Try to break the symmetry too.
<!--quoteo(post=1743676:date=Dec 13 2009, 11:11 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 13 2009, 11:11 AM) <a href="index.php?act=findpost&pid=1743676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm getting a bug where shadows will randomly appear/disappear depending on distance and viewpoint, is it like that?
Nice use of rocky terrain, btw.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1743806:date=Dec 14 2009, 11:28 PM:name=Kalabalana)--><div class='quotetop'>QUOTE (Kalabalana @ Dec 14 2009, 11:28 PM) <a href="index.php?act=findpost&pid=1743806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a big issue with the engine<!--QuoteEnd--></div><!--QuoteEEnd--> Glad to know this isn't just me.
<!--quoteo(post=1743874:date=Dec 15 2009, 01:53 PM:name=Bulletcatcher)--><div class='quotetop'>QUOTE (Bulletcatcher @ Dec 15 2009, 01:53 PM) <a href="index.php?act=findpost&pid=1743874"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you guys get rid of the light bulbs?<!--QuoteEnd--></div><!--QuoteEEnd--> Assign them to a layer, hide the layer.
<!--quoteo(post=1743552:date=Dec 12 2009, 06:23 AM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Dec 12 2009, 06:23 AM) <a href="index.php?act=findpost&pid=1743552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think doing outdoors will get a lot easier once we get proper skybox and skybox props in our hands. And, of course, assuming we can have lights cover that much distance without crippling performance.<!--QuoteEnd--></div><!--QuoteEEnd-->
You say that, I actually think that the flat gray actually works extremely well. It lends a heavy atmosphere of foreboding, and does an excellent job setting the mood. Although, your lighting is a bit warm for that ;)
<!--quoteo(post=1743910:date=Dec 15 2009, 08:15 PM:name=Guspaz)--><div class='quotetop'>QUOTE (Guspaz @ Dec 15 2009, 08:15 PM) <a href="index.php?act=findpost&pid=1743910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You say that, I actually think that the flat gray actually works extremely well. It lends a heavy atmosphere of foreboding, and does an excellent job setting the mood. Although, your lighting is a bit warm for that ;)<!--QuoteEnd--></div><!--QuoteEEnd--> Grey sky is also a sky, yes - especially in fog, smog and rain. I was counting on something more sun-dawnish myself.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited December 2009
>insert image editing program here< could do that job (well, with some fancy skybox placement and the help of some layer masking or erasing stuff from the one making it)
however I also find the foggy sky to work quite well here (with some more moody lighting of course)
I have many more screen caps over at the <a href="http://ns2devs.com/index.php?/topic/30-digitalmischiefs-ns2-biolabs/" target="_blank">NS2 Devs</a> forums. Check them out and let me know what you think.
no that's not a siege map, that's just not finished yet. In fact what isn't obvious on the picture, is that in the roof there is also big FAN , And it lets the sun enter the room. It's a large room for now, so it seems alien are disavdventaged but with the light effects (it's dark) and the light movement with the movement of the shadow of the fan on the floor and roof, it will be difficult to see something moving. Confusing on purpose. (sorry for my bad english). I'll Add a few vents and door later.
<!--quoteo(post=1744038:date=Dec 16 2009, 03:41 PM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Dec 16 2009, 03:41 PM) <a href="index.php?act=findpost&pid=1744038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 one look better<!--QuoteEnd--></div><!--QuoteEEnd-->I disagree, while the new one has flaws it overall has better design. At least that is my two cents.
Is there a way to filter the thread by poster name?
I have to say my favourites are shakewell's work.
I liked Darkmantiz' diner, especially because it's different, and I had some ideas for similar, unorthodox 'living quarters' type maps, but sadly no mapping talent or commitment.
<!--quoteo(post=1744038:date=Dec 16 2009, 03:41 PM:name=Skyforger2)--><div class='quotetop'>QUOTE (Skyforger2 @ Dec 16 2009, 03:41 PM) <a href="index.php?act=findpost&pid=1744038"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 one look better<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a worthless reply that succeeds in only making you look like an ######, and it's the last thing we need in this thread. Explain why one is better than the other, and offer solutions for improvement, rather than just saying, "lol sucks."
Personally, I greatly prefer the Spark version. The old one look fine, but the new looks is much more spaceship esque.
Comments
Yeah, perhaps this image will clear up my question. The draw distance for shadows is pretty close.
<img src="http://img3.imageshack.us/img3/4504/catwalksshadow.jpg" border="0" class="linked-image" />
I'm getting a bug where shadows will randomly appear/disappear depending on distance and viewpoint, is it like that?
Nice use of rocky terrain, btw.
Oh sure, but what I wrote fixes it temporarily (:
<a href="http://img209.imageshack.us/i/brendantechroomd01.jpg/" target="_blank"><img src="http://img209.imageshack.us/img209/78/brendantechroomd01.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img263.imageshack.us/i/brendantechroomd02.jpg/" target="_blank"><img src="http://img263.imageshack.us/img263/4346/brendantechroomd02.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img189.imageshack.us/i/brendantechroomd03.jpg/" target="_blank"><img src="http://img189.imageshack.us/img189/1013/brendantechroomd03.th.jpg" border="0" class="linked-image" /></a>
<img src="http://farm3.static.flickr.com/2627/4183322399_a4460d6646_o_d.jpg" border="0" class="linked-image" />
Here is one of a possible connecting hallway area...
<img src="http://farm5.static.flickr.com/4040/4184109014_aa408e3026_o_d.jpg" border="0" class="linked-image" />
<img src="http://farm3.static.flickr.com/2575/4184109132_b26bbb7c70_o_d.jpg" border="0" class="linked-image" />
Just add a tupe, pipe, drill or wire thingy underneth the platform to supply the res, and viola, its logical again :)
<!--quoteo(post=1743649:date=Dec 13 2009, 10:07 AM:name=Braw)--><div class='quotetop'>QUOTE (Braw @ Dec 13 2009, 10:07 AM) <a href="index.php?act=findpost&pid=1743649"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://img37.imageshack.us/img37/1742/bhallw1.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Like that geo, and I prefer the first lightning.
Look forward to see this corridor over.
<!--quoteo(post=1743725:date=Dec 14 2009, 03:04 AM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Dec 14 2009, 03:04 AM) <a href="index.php?act=findpost&pid=1743725"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://img209.imageshack.us/i/brendantechroomd01.jpg/" target="_blank"><img src="http://img209.imageshack.us/img209/78/brendantechroomd01.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
This room is generic but it's looking good. You may want to increase the intentisity of the light though, it's looking a bit flat.
Try to break the symmetry too.
Keep up the good work
I would enjoy to see one :)
<img src="http://borgkinghome.bo.funpic.de/images/ns2editor09.JPG" border="0" class="linked-image" />
Nice use of rocky terrain, btw.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a big issue with the engine
Glad to know this isn't just me.
UWE, fix plox?
Assign them to a layer, hide the layer.
You say that, I actually think that the flat gray actually works extremely well. It lends a heavy atmosphere of foreboding, and does an excellent job setting the mood. Although, your lighting is a bit warm for that ;)
<img src="http://borgkinghome.bo.funpic.de/images/ns2editor10.JPG" border="0" class="linked-image" />
Grey sky is also a sky, yes - especially in fog, smog and rain. I was counting on something more sun-dawnish myself.
however I also find the foggy sky to work quite well here (with some more moody lighting of course)
(Work in progress)
<img src="http://img697.imageshack.us/img697/3329/firsttry.jpg" border="0" class="linked-image" />
<img src="http://img130.imageshack.us/img130/3340/firsttry3.jpg" border="0" class="linked-image" />
<img src="http://img191.imageshack.us/img191/402/firsttry2.jpg" border="0" class="linked-image" />
tell me what you think
<img src="http://img15.imageshack.us/img15/5596/ns2biolabs011.jpg" border="0" class="linked-image" />
<img src="http://img15.imageshack.us/img15/92/ns2biolabs012.jpg" border="0" class="linked-image" />
<img src="http://img693.imageshack.us/img693/7516/ns2biolabs014.jpg" border="0" class="linked-image" />
no that's not a siege map, that's just not finished yet.
In fact what isn't obvious on the picture, is that in the roof there is also big FAN , And it lets the sun enter the room.
It's a large room for now, so it seems alien are disavdventaged but with the light effects (it's dark) and the light movement with the movement
of the shadow of the fan on the floor and roof, it will be difficult to see something moving.
Confusing on purpose.
(sorry for my bad english).
I'll Add a few vents and door later.
<img src="http://img194.imageshack.us/img194/3026/nsdiner.jpg" border="0" class="linked-image" />
(Yes, I know the ceiling is horrid, WiP etc.)
<img src="http://www.conception-design.net/stuff/savior.jpg" border="0" class="linked-image" />
which is a recreation of an earlier map of mine:
<img src="http://www.conception-design.net/portfolio/NS/co_savior/co_savior4.jpg" border="0" class="linked-image" />
I have to say my favourites are shakewell's work.
I liked Darkmantiz' diner, especially because it's different, and I had some ideas for similar, unorthodox 'living quarters' type maps, but sadly no mapping talent or commitment.
This is a worthless reply that succeeds in only making you look like an ######, and it's the last thing we need in this thread. Explain why one is better than the other, and offer solutions for improvement, rather than just saying, "lol sucks."
Personally, I greatly prefer the Spark version. The old one look fine, but the new looks is much more spaceship esque.