The amount of awesome in this thread is mind-boggling. I'm still struggling with the poly tools, working with 3dsmax has totally spoiled me I am realising.
<!--quoteo(post=1754418:date=Feb 21 2010, 07:29 AM:name=ChuckstarNL)--><div class='quotetop'>QUOTE (ChuckstarNL @ Feb 21 2010, 07:29 AM) <a href="index.php?act=findpost&pid=1754418"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is that a custom texture on the floor?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes. I know that my textures aren't UWE quality but I try to integrate them only 1 or 2 at a time when I see fit.
<!--quoteo(post=1754446:date=Feb 21 2010, 07:06 PM:name=whoppaXXL)--><div class='quotetop'>QUOTE (whoppaXXL @ Feb 21 2010, 07:06 PM) <a href="index.php?act=findpost&pid=1754446"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it possible to retexture a ns2 prop? If yes, how do i do it?<!--QuoteEnd--></div><!--QuoteEEnd--> Just a wild guess, but maybe copy the required model/texture/material, rename them, and edit material file?.. EDIT: Tested, doesn't work.
Hm. It would actually be neat to have native support for skinning, via builder and all.
<!--quoteo(post=1754449:date=Feb 21 2010, 04:56 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Feb 21 2010, 04:56 PM) <a href="index.php?act=findpost&pid=1754449"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hm. It would actually be neat to have native support for skinning, via builder and all.<!--QuoteEnd--></div><!--QuoteEEnd-->
Max just punched you through the internet for making more useful work for him :)
I don't think there is a way to reskin props atm. It wouldn't even need to be a high-tech external tool solution. Just a "Material Override" field in the properties of props would do. If the field is empty, it uses the Models default materials, if it isn't empty, it uses the specified materials. I was going to suggest this at some point.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited February 2010
I see a tad too many squares and right angles. Indent a wall/pillar or open up one of those tiles on the middle floor (classic generic rotated tile and pipes below detail)
Sort of hit a brick wall with this, 1/3 or 1/4 of the tech room, not so sure what to do with it. May scrap it all may not. Very unfinished lighting, sort of not happy with the back wall either.
Thaldarin: I'd build up some machinery on the opposite side of the tech point (in the far right corner). I would also open up the big vent plate in the middle of the floor and get a set of different pipes come up to the ceiling and then run across it somewhere into a wall or something.
By the way, the ceiling over the techpoint is probably too low for a hive unless it's a Marine only tech point.
For anyone following my map before when I posted screens a few shots back. I've created a development process Tumblr thanks to Helios's suggestion. You can follow my progress of creating my map in real time by going here:
Face off, still in progress. I know there's no combat in ns2, I'm sure there will be soon after it's out though. I have lots of work to do so don't be too harsh. The entire map is made, all the textures and the lighting are done except for the hive room. I changed the vents around a little bit for the better. The map is basically the same as original. Just let me know if you want to see more shots!
Back half of marine spawn. <a href="http://img220.imageshack.us/i/marinespawn3.jpg/" target="_blank"><img src="http://img220.imageshack.us/img220/8918/marinespawn3.jpg" border="0" class="linked-image" /></a>
This is the vent entrance when leaving marine spawn you take the hallway to the left. This is the biggest change in the vent systems. <a href="http://img52.imageshack.us/i/vent4i.jpg/" target="_blank"><img src="http://img52.imageshack.us/img52/3972/vent4i.jpg" border="0" class="linked-image" /></a>
<!--quoteo(post=1754913:date=Feb 24 2010, 03:44 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 24 2010, 03:44 AM) <a href="index.php?act=findpost&pid=1754913"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The chain link fence is becoming the new wall_lab. It's every where, in everyone's maps!<!--QuoteEnd--></div><!--QuoteEEnd-->
ssjyodaJoin Date: 2002-03-05Member: 274Members, Squad Five Blue
I hope to god there is never any combat... one of the two things that destroyed ns1, combat and ms_blockscripts... just divided the community way too much.
<!--quoteo(post=1755002:date=Feb 24 2010, 09:03 PM:name=ssjyoda)--><div class='quotetop'>QUOTE (ssjyoda @ Feb 24 2010, 09:03 PM) <a href="index.php?act=findpost&pid=1755002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope to god there is never any combat... one of the two things that destroyed ns1, combat and ms_blockscripts... just divided the community way too much.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm tempted to record myself laughing and mailing it to you. You're aware NS2 can be modded right? We're going to see hundreds of Combats.
That alien spawn looks a bit small and lacking the wow factor. Remember the aliens want an element of surprise so dim and striking, with large Onii and flying lerks and blinking fades to compete with, you'll need a bit of room. To me, that just looks like a broken down subway corner. By design it's a neat and clean area, however it lacks ethos and character for me.
Comments
Yes. I know that my textures aren't UWE quality but I try to integrate them only 1 or 2 at a time when I see fit.
Just a wild guess, but maybe copy the required model/texture/material, rename them, and edit material file?.. EDIT: Tested, doesn't work.
Hm. It would actually be neat to have native support for skinning, via builder and all.
Max just punched you through the internet for making more useful work for him :)
Coffee and Magazine.
<img src="http://img11.imageshack.us/img11/5962/nsq58.jpg" border="0" class="linked-image" />
Indent a wall/pillar or open up one of those tiles on the middle floor (classic generic rotated tile and pipes below detail)
Other than that it looks good.
<img src="http://img28.imageshack.us/img28/6351/brickwallpipew1.jpg" border="0" class="linked-image" />
By the way, the ceiling over the techpoint is probably too low for a hive unless it's a Marine only tech point.
<a href="http://mapprogression.tumblr.com" target="_blank">Progress</a>
I will be updating it frequently with test shots, etc. It also has the ability to leave comments for feedback. Thank you guys, hope you enjoy!
Most of the alien start area (main hive should be on the right)
<img src="http://img684.imageshack.us/img684/4044/nsq59.jpg" border="0" class="linked-image" />
Maybe you should put a spotlight above the door and light it a little bit to emphasize this piece of eyecandy :D
cu qms
<img src="http://img534.imageshack.us/img534/1424/nsq60.jpg" border="0" class="linked-image" />
Back half of marine spawn.
<a href="http://img220.imageshack.us/i/marinespawn3.jpg/" target="_blank"><img src="http://img220.imageshack.us/img220/8918/marinespawn3.jpg" border="0" class="linked-image" /></a>
Bottom corner shot of middle room.
<a href="http://img214.imageshack.us/i/bigroom2.jpg/" target="_blank"><img src="http://img214.imageshack.us/img214/2053/bigroom2.jpg" border="0" class="linked-image" /></a>
This is the vent entrance when leaving marine spawn you take the hallway to the left. This is the biggest change in the vent systems.
<a href="http://img52.imageshack.us/i/vent4i.jpg/" target="_blank"><img src="http://img52.imageshack.us/img52/3972/vent4i.jpg" border="0" class="linked-image" /></a>
lol. nice comparison.
How about instead of commenting <b>your</b> next pictures, we start another stupid discussion about bhop or something?!
I'm tempted to record myself laughing and mailing it to you. You're aware NS2 can be modded right? We're going to see hundreds of Combats.