The Post Your Screenshots Thread!

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  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    edited April 2010
    Final product.

    <img src="http://img51.imageshack.us/img51/92/wipmshf2.jpg" border="0" class="linked-image" />

    <img src="http://img251.imageshack.us/img251/9375/wipmshf1.jpg" border="0" class="linked-image" />
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    Just trying my hand at lighting. Having some difficulties trying to place props that light the place evenly.

    <img src="http://i41.tinypic.com/14jm4u9.jpg" border="0" class="linked-image" />

    Any suggestions?
  • Tom HoenTom Hoen Join Date: 2009-07-02 Member: 68004Members
    <img src="http://img231.imageshack.us/img231/1436/nseuclideanvaloisakayta.jpg" border="0" class="linked-image" />
    <img src="http://img265.imageshack.us/img265/1436/nseuclideanvaloisakayta.jpg" border="0" class="linked-image" />

    Hallway leading to middle rt.

    I have always been bad with the lighting and colours. Any suggestions for improvement?
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    edited April 2010
    @Blasphemy Try something more like this: Each light has a spot and a omni, the omni has a high intensity but low range (this is to light the light face) then you use another omni spaced more centrally to the room, or area with high range and low intesity, typically 1 or 2, with create shadow as false.

    <img src="http://www.conception-design.net/stuff/lightmethod.jpg" border="0" class="linked-image" />
  • UncleRayUncleRay Join Date: 2010-03-08 Member: 70881Members
    Tom, increase the intensity of your major lights from light props, and make sure to set the "Cast shadows" option to False, otherwise you'll have system performance issues. Add some "detail lights" to props with shorter legnths, and higher intensities. This gives it a bit more lighting goodies :] Take my hallway for example. Only about 4 major lights, and many detailed lights.
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Tom Hoen: Good work, only suggestion I have, and that I would do in this corridor is scale in length the wire prop running in the middle of the floor. Like, delete just a couple of them. Then I would raise them up a bit and make a really low kinda wall to split the floor but make it low enough for marines to jump over.
  • gomgom50gomgom50 Join Date: 2007-11-18 Member: 62949Members
    here is my first attempt at making a hall way in the spark editor :)

    <img src="http://i255.photobucket.com/albums/hh154/gomgom50/Editor2010-04-0317-31-58-21.jpg" border="0" class="linked-image" />

    <img src="http://i255.photobucket.com/albums/hh154/gomgom50/Editor2010-04-0317-31-38-38.jpg" border="0" class="linked-image" />

    <img src="http://i255.photobucket.com/albums/hh154/gomgom50/Editor2010-04-0317-31-20-01.jpg" border="0" class="linked-image" />


    please comment :D
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    Excellent first attempt, gomgom50. I really love the lighting (you can see the whole floor, but really have to watch the ceiling). This is exactly how darkly lit areas should look, IMO
  • StandardStandard Join Date: 2003-12-06 Member: 24048Members, Constellation
    edited April 2010
    <!--quoteo(post=1762475:date=Apr 3 2010, 01:55 AM:name=Italianmagic)--><div class='quotetop'>QUOTE (Italianmagic @ Apr 3 2010, 01:55 AM) <a href="index.php?act=findpost&pid=1762475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Standard

    Man, i really do like that. away from the normal corridors for once :D<!--QuoteEnd--></div><!--QuoteEEnd-->


    If i go ahead with a map it will be a mix of these types of chambers along with the usual NS style corridors. I will try and add a difference to them to try and spice them up a little over the default shape and sizes but it can be very difficult to come up with those types of designs and still make them work in an NS map due to restrictions with gameplay.

    Due to the limited amount of resources that are available with the Spark Editor at the moment i think we will see a lot of maps that are very 'samey' in relation to the positioning and repeating of current models. I want to take advantage of the models currently available to use but i don't want the map to be pigeonholed into the same decor as maps currently in development due to this limiting factor. Its all well and good to say on paper that i can just make up some areas with detailed brush work, but in practice that is not the case and it never has been when you use models as a comparison.

    Using detailed brushes in maps to try and replace models or add detail has never worked out well for me and it tends to bog me down and waste huge amounts of my time. I'm never happy with what i have done and most of the time the work gets deleted, and at the moment it is impossible to this in the Spark Editor anyway. Some may disagree and say that it can be done, but i would answer them with the comment "if you want it to look like NS1 and run like a lame dog then it can be done".

    I want to ask my question about the future plans for including new tools in the Spark Editor again in case anyone missed the first time.

    @Tom Hoen: Maps need to look realistic in their design and i can tell you that no one would ever lay pipes in the middle of their floor way because its a trip hazard, which means you would never ever see that type of set up anywhere. You might think it looks cool to have those pipe models in the floor and they are, but you need to reposition them to a more ideal location.

    I also saw a screen shot of a fan in the wall a little further up in this page, and the same applies to that. You wont ever see a huge fan like that in a wall right next to where people walk. The blast/suction of air it gives off would be very high and it would make too much noise. If you want to use a fan, you need to locate it where fans are usually placed.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    So I worked a bit more on the omnis, placing them and removing shadow effects.

    <img src="http://i43.tinypic.com/35dc5qx.jpg" border="0" class="linked-image" />

    Too dark? Too bright?
  • AbraAbra Would you kindly Join Date: 2003-08-17 Member: 19870Members
    <!--quoteo(post=1762566:date=Apr 3 2010, 10:28 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Apr 3 2010, 10:28 PM) <a href="index.php?act=findpost&pid=1762566"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I worked a bit more on the omnis, placing them and removing shadow effects.

    <img src="http://i43.tinypic.com/35dc5qx.jpg" border="0" class="linked-image" />

    Too dark? Too bright?<!--QuoteEnd--></div><!--QuoteEEnd-->

    You might want to try building smaller rooms at first, fill them up, and lighting them. I find that figuring out the lighting system is easier with smaller, more decorated rooms.
    My suggestion^
  • _iLLuSioN__iLLuSioN_ Join Date: 2010-02-27 Member: 70764Members
    Well, here's my first real attempt with the spark editor.

    <a href="http://img63.imageshack.us/i/ns2mapstart01.jpg/" target="_blank"><img src="http://img63.imageshack.us/img63/6250/ns2mapstart01.jpg" border="0" class="linked-image" /></a>
    <a href="http://img85.imageshack.us/i/ns2mapstart02.jpg/" target="_blank"><img src="http://img85.imageshack.us/img85/6359/ns2mapstart02.jpg" border="0" class="linked-image" /></a>
    <a href="http://img85.imageshack.us/i/ns2mapstart03.jpg/" target="_blank"><img src="http://img85.imageshack.us/img85/2306/ns2mapstart03.jpg" border="0" class="linked-image" /></a>
    <a href="http://img85.imageshack.us/i/ns2mapstart04.jpg/" target="_blank"><img src="http://img85.imageshack.us/img85/9652/ns2mapstart04.jpg" border="0" class="linked-image" /></a>
    <a href="http://img545.imageshack.us/i/ns2mapstart05.jpg/" target="_blank"><img src="http://img545.imageshack.us/img545/6096/ns2mapstart05.jpg" border="0" class="linked-image" /></a>
  • CIOnDIEuCIOnDIEu Join Date: 2005-01-07 Member: 33238Members
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    That final picture looks particularly nice. Is there room on the side of the walkway for Skulks to crawl around in? I plan on playing around with vertical space when I finally get Spark.
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    I really like that vent. Especially the floor and ceiling.

    As for the room size. That is probably true, I was just trying to get a feel for lighting larger rooms before I place the props.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Some cool stuff going on in here.

    I havent posted for ages so here is an update from me. I have made 3 new models in these shots for catwalks. They are simple central run pieces and a pillar so you can have nicer looking wider catwalks with support columbs.

    1st model is just a normal center peice
    2nd has a plate and support beams
    3rd is a pillar that sits under &/ ontop of the plate of the 2nd model.

    <img src="http://www.unitedworlds.co.uk/ns2/images/catwalks01.jpg" border="0" class="linked-image" />
    <img src="http://www.unitedworlds.co.uk/ns2/images/catwalks02.jpg" border="0" class="linked-image" />
  • PipiPipi Join Date: 2009-12-09 Member: 69550Members
    Man that's really nice Barlow.

    Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)

    Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 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
    There's some nice stuff in here guys, good work.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1762629:date=Apr 4 2010, 11:53 AM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Apr 4 2010, 11:53 AM) <a href="index.php?act=findpost&pid=1762629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Man that's really nice Barlow.

    Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)

    Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The scale and lighting looks fine.

    Sgt. Barlow has returned TPYST back to TPYST rather than 'your development' thread. Liking the new catwalks Barlow.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    Anyone got some tips for making a ceiling look good?
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    Make it fun for Lerks and the occasional Skulk. =D
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1762677:date=Apr 4 2010, 09:11 PM:name=slayer20)--><div class='quotetop'>QUOTE (slayer20 @ Apr 4 2010, 09:11 PM) <a href="index.php?act=findpost&pid=1762677"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyone got some tips for making a ceiling look good?<!--QuoteEnd--></div><!--QuoteEEnd-->

    KISS. Keep it simple, stupid.

    Walk around your favourite games, Half-life 2, BF:BC2, Bioshock. Look up. It's simple.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <!--quoteo(post=1762629:date=Apr 4 2010, 12:53 PM:name=Pipi)--><div class='quotetop'>QUOTE (Pipi @ Apr 4 2010, 12:53 PM) <a href="index.php?act=findpost&pid=1762629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Man that's really nice Barlow.

    Only flaw I see is a little bit of work with the lights and the long pipe on the right in the second shot seems to be squished a bit *(not evenly scaled up I guess)

    Really cool addition to the catwalk models. I wonder though, since the pillars are really big, if you'd better make them go through the catwalk grate so you can make it like they really support the whole thing up, plus seeing them through the grate (with a bit of lightning) would be really cool too.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Cheers.
    It was just a showcase hall, thats why the lighting is on the short side, I decided am gonna copy this to my map though, It came out real well.
    Dunno whats up with the pipe, I guess its a combination of the angle and the FOV because its fine in the editor, not scaled up.

    The pillars already do go through, you can just about make out the center one through the grates, there is obviously no lights down their.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited April 2010
    Ugh..

    <img src="http://i41.tinypic.com/14wx5dv.png" border="0" class="linked-image" />

    I really need to learn the power of interesting.

    Gonna do an overhaul anyways. Walls are ultraplain.
  • GingerGiantGingerGiant Join Date: 2010-04-03 Member: 71157Members
    <!--quoteo(post=1762703:date=Apr 4 2010, 08:57 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Apr 4 2010, 08:57 PM) <a href="index.php?act=findpost&pid=1762703"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ugh..

    I really need to learn the power of interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you were standing in that room, what do you think you should see?
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1762705:date=Apr 4 2010, 08:13 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 4 2010, 08:13 PM) <a href="index.php?act=findpost&pid=1762705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you were standing in that room, what do you think you should see?<!--QuoteEnd--></div><!--QuoteEEnd-->

    A boss fight.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited April 2010
    Worst marine spawn evar.

    <img src="http://i41.tinypic.com/315j4tg.png" border="0" class="linked-image" />

    I'll stop posting for now.
  • monopolowamonopolowa Join Date: 2004-05-23 Member: 28839Members
    <!--quoteo(post=1762705:date=Apr 4 2010, 09:13 PM:name=GingerGiant)--><div class='quotetop'>QUOTE (GingerGiant @ Apr 4 2010, 09:13 PM) <a href="index.php?act=findpost&pid=1762705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you were standing in that room, what do you think you should see?<!--QuoteEnd--></div><!--QuoteEEnd-->
    vehicles
  • BlasphemyBlasphemy Join Date: 2008-05-02 Member: 64201Members, NS2 Playtester, Subnautica Playtester
    <!--quoteo(post=1762707:date=Apr 4 2010, 07:17 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ Apr 4 2010, 07:17 PM) <a href="index.php?act=findpost&pid=1762707"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Worst marine spawn evar.

    <img src="http://i41.tinypic.com/315j4tg.png" border="0" class="linked-image" />

    I'll stop posting for now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the open spacing of the floor. Leaves room for construction. The wall needs a bit less repetition, and maybe make it come out towards you a bit. The lighting seems fine and the back wall looks fine as well. Add some things hanging from the ceiling. Maybe even come beams to make it come at you a bit.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Thanks for the input blasphemy.

    Can't wait for the engine test. Should be a godsend to the mappers.
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