Thanks for the feedback guys, really appreciated. I dropped the M2 Tech room into the existing NS_Unknown layout and found there was enough clear area to expand the room another 30% in overall size. There is now more room to move around the node, additional space has also been added directly in front of the hub and at the rooms entrance.
I'm still not happy with the entrance lighting and it needs a few additional props to break up the floor + provide cover but I'm happy with the space now and hopefully it's a fun environment to fight over.
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
..and a 135° corridor connecting the last one with the planned marine spawn: <img src="http://img36.imageshack.us/img36/2602/ns14.jpg" border="0" class="linked-image" />
<!--quoteo(post=1771497:date=May 17 2010, 06:55 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 17 2010, 06:55 PM) <a href="index.php?act=findpost&pid=1771497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awsome, hope you dont have to copy and paste that because, err, it messes up texture alignment as I found out :/<!--QuoteEnd--></div><!--QuoteEEnd-->
Naw, you can get it to work. Just have texture lock on and paste the level in, if it get's messed up when you drag it around then just delete it and try again. Sometimes it works, sometimes it don't, but you'll get it working after a couple of retries (at least I tend to do).
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1771500:date=May 17 2010, 08:25 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 17 2010, 08:25 PM) <a href="index.php?act=findpost&pid=1771500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No its not<!--QuoteEnd--></div><!--QuoteEEnd--> My frustration sensor is going of the scale here :P
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited May 2010
<!--quoteo(post=1771497:date=May 17 2010, 07:55 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 17 2010, 07:55 PM) <a href="index.php?act=findpost&pid=1771497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Awsome, hope you dont have to copy and paste that because, err, it messes up texture alignment as I found out :/<!--QuoteEnd--></div><!--QuoteEEnd--> Thanks. And no, fortunately I don't have to copy paste this. I tried to make this into a new file, but when I already had trouble copying the starting point (door frame and additions) I build it straight into the big map file. The performance trouble from building everything in one file decreases once you get some walls up.
I have a lot of issues with texture lock aswell, even though I tried your hints and only copy geometry and wait a while before moving :/ As soon as you flip or rotate it gets worse. There are some hidden texture alignment attributes that either get screwed or screw over your plans how to align the textures.
In a few cases those attributes work wonders though. Like on that round, smooth ceiling all the textures magicly rotate without me doing anything except centering it and since I build it face by face there was no rotating and moving with texture lock involved :D
I copy pasted Cargo Transfare 3 times, 3rd was closest, Just Rotation: -4.85034-e0453 something something. Max whats happning :) ? We have a Gremlin in the code :)
<!--quoteo(post=1771485:date=May 18 2010, 12:49 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 18 2010, 12:49 AM) <a href="index.php?act=findpost&pid=1771485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..and a 135° corridor connecting the last one with the planned marine spawn: <img src="http://img36.imageshack.us/img36/2602/ns14.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
um you can't do that, it is way too cool - someone ban him :)
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
<!--quoteo(post=1771554:date=May 18 2010, 12:49 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ May 18 2010, 12:49 PM) <a href="index.php?act=findpost&pid=1771554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->um you can't do that, it is way too cool - someone ban him :)<!--QuoteEnd--></div><!--QuoteEEnd--> You just want me banned because there aren't enough ramps to slide :P
pSyk0mAn: Damn that looks nice, nice work with the lighting. Ieptbarakat: Looks nice, but the wall on the left hand side in the first screenshot could be detailed up a bit more imo, and the lighting could do would being jazzed up and brightened a bit, it's a little dark and bland imo.
<!--quoteo(post=1771270:date=May 14 2010, 09:43 PM:name=Fahran)--><div class='quotetop'>QUOTE (Fahran @ May 14 2010, 09:43 PM) <a href="index.php?act=findpost&pid=1771270"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-5.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> please please please don't change the lighting in that last screenshot. it makes me drool. Its so hard finding proper deep deep color usages.
InsaneAnomalyJoin Date: 2002-05-13Member: 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
<!--quoteo(post=1771680:date=May 19 2010, 06:48 PM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ May 19 2010, 06:48 PM) <a href="index.php?act=findpost&pid=1771680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seeing a lot of nice stuff being posted lately guys, keep it up!<!--QuoteEnd--></div><!--QuoteEEnd-->
Ditto!
I'm particularly liking that curved corridor, pSyk0mAn.
<!--quoteo(post=1771693:date=May 19 2010, 11:15 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 19 2010, 11:15 PM) <a href="index.php?act=findpost&pid=1771693"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the comment spacer, time to sex up that wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
edited May 2010
Good. Now you could add a ceiling beam for every 2nd pillar or something. Add sharp lights that highlight pillar and floor or pillar and ceiling or the parts between so you get a better contrast. Then you could completely swap one part between two pillars, extrude the wall a little and add a terminal or pipes or whatever detail, preferably with some different light that casts some nice shadow or at least a different color into the hallway.
You can also spice up that long conveyor by adding small spot lights with a small cone. Then you could add some kind of x-ray chamber around the conveyor in the middle to break up this side.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1771705:date=May 20 2010, 04:26 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 20 2010, 04:26 AM) <a href="index.php?act=findpost&pid=1771705"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good. Now you could add a ceiling beam for every 2nd pillar or something.<!--QuoteEnd--></div><!--QuoteEEnd--> That's what she said...
<!--quoteo(post=1771835:date=May 21 2010, 12:21 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ May 21 2010, 12:21 PM) <a href="index.php?act=findpost&pid=1771835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's what she said...<!--QuoteEnd--></div><!--QuoteEEnd--> no thats what he said!!!!!
the game might not load the entities but the editor does have a nice render funtion ^^
i'll start the effects off! presenting, a steamvent:
<img src="http://img715.imageshack.us/img715/7959/steamvent2.jpg" border="0" class="linked-image" /> <img src="http://img72.imageshack.us/img72/4125/steamvent.jpg" border="0" class="linked-image" /> the particles are a bit big i know but it aint half bad imo. The editor's great, once you figure out every option can be animated the options are almost endless :p
Comments
<img src="http://www.masterworks.com.au/images/ns_unknown-v6-m2-dev-5.jpg" border="0" class="linked-image" />
I'm still not happy with the entrance lighting and it needs a few additional props to break up the floor + provide cover but I'm happy with the space now and hopefully it's a fun environment to fight over.
<img src="http://img266.imageshack.us/img266/4654/36847418.png" border="0" class="linked-image" />
<img src="http://img69.imageshack.us/img69/939/14538301.png" border="0" class="linked-image" />
<img src="http://img97.imageshack.us/img97/1703/47004075.png" border="0" class="linked-image" />
<img src="http://img230.imageshack.us/img230/7046/43738766.png" border="0" class="linked-image" />
<img src="http://img10.imageshack.us/img10/5678/ns13.jpg" border="0" class="linked-image" />
<img src="http://img36.imageshack.us/img36/2602/ns14.jpg" border="0" class="linked-image" />
Naw, you can get it to work. Just have texture lock on and paste the level in, if it get's messed up when you drag it around then just delete it and try again. Sometimes it works, sometimes it don't, but you'll get it working after a couple of retries (at least I tend to do).
edit: stunning corridor though, pysko :)
My frustration sensor is going of the scale here :P
Thanks. And no, fortunately I don't have to copy paste this.
I tried to make this into a new file, but when I already had trouble copying the starting point (door frame and additions) I build it straight into the big map file. The performance trouble from building everything in one file decreases once you get some walls up.
I have a lot of issues with texture lock aswell, even though I tried your hints and only copy geometry and wait a while before moving :/
As soon as you flip or rotate it gets worse.
There are some hidden texture alignment attributes that either get screwed or screw over your plans how to align the textures.
In a few cases those attributes work wonders though.
Like on that round, smooth ceiling all the textures magicly rotate without me doing anything except centering it and since I build it face by face there was no rotating and moving with texture lock involved :D
<img src="http://img10.imageshack.us/img10/5678/ns13.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1771485:date=May 18 2010, 12:49 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ May 18 2010, 12:49 AM) <a href="index.php?act=findpost&pid=1771485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->..and a 135° corridor connecting the last one with the planned marine spawn:
<img src="http://img36.imageshack.us/img36/2602/ns14.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
um you can't do that, it is way too cool - someone ban him :)
You just want me banned because there aren't enough ramps to slide :P
<img src="http://i47.tinypic.com/2555qx3.png" border="0" class="linked-image" />
Need to give the ceiling some flavor.
Older image but shows some of the layout.
<img src="http://i45.tinypic.com/xckxsp.png" border="0" class="linked-image" />
Ieptbarakat: Looks nice, but the wall on the left hand side in the first screenshot could be detailed up a bit more imo, and the lighting could do would being jazzed up and brightened a bit, it's a little dark and bland imo.
please please please don't change the lighting in that last screenshot. it makes me drool. Its so hard finding proper deep deep color usages.
Ditto!
I'm particularly liking that curved corridor, pSyk0mAn.
Use portection! D:
Here we go. Some blue steel.
<img src="http://i45.tinypic.com/2e5tkef.png" border="0" class="linked-image" />
Add sharp lights that highlight pillar and floor or pillar and ceiling or the parts between so you get a better contrast.
Then you could completely swap one part between two pillars, extrude the wall a little and add a terminal or pipes or whatever detail, preferably with some different light that casts some nice shadow or at least a different color into the hallway.
You can also spice up that long conveyor by adding small spot lights with a small cone. Then you could add some kind of x-ray chamber around the conveyor in the middle to break up this side.
That's what she said...
no thats what he said!!!!!
the game might not load the entities but the editor does have a nice render funtion ^^
i'll start the effects off! presenting, a steamvent:
<img src="http://img715.imageshack.us/img715/7959/steamvent2.jpg" border="0" class="linked-image" />
<img src="http://img72.imageshack.us/img72/4125/steamvent.jpg" border="0" class="linked-image" />
the particles are a bit big i know but it aint half bad imo. The editor's great, once you figure out every option can be animated the options are almost endless :p
<img src="http://img408.imageshack.us/img408/9107/marinevent.jpg" border="0" class="linked-image" />
one more for the day: a waterfall!
<img src="http://img96.imageshack.us/img96/4807/waterfall2a.jpg" border="0" class="linked-image" />
Yes i know that kinda shows the emitter points. but that's looking from afar. from closer:
<img src="http://img338.imageshack.us/img338/2394/waterfall3.jpg" border="0" class="linked-image" />
I'm not completly happy yet (aside from the 1000+ particles onscreen at once) but it'll do for now :p
<img src="http://img202.imageshack.us/img202/4771/ns15.jpg" border="0" class="linked-image" />
<img src="http://img130.imageshack.us/img130/5374/ns16.jpg" border="0" class="linked-image" />