I was wondering Barlow. Is the only source of light going to be spot and spotlight?
As the engine relies on dynamic lighting that would kill computers to bounce off surfaces, would it be possible to create some sort of 'diffuse brush' that you could stick in smaller areas to create the effects of reflected shadow.
Creating diffuse light in space is easy because you can place a dim light in space, however:
Placing a dim light in small spaces (say behind the big pipe on the left) is going to have its issues. Because the light is still 'pin light' and can't 'spread' in small spaces, without it being quite an obvious specular.
<!--quoteo(post=1822820:date=Jan 9 2011, 06:07 AM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Jan 9 2011, 06:07 AM) <a href="index.php?act=findpost&pid=1822820"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, at least your honest so i will be too. I never said i was a professional level designer and never ever wanted to be one. I don't have a portfolio to showcase what i believe everyone's levels should look like nor am i seeking monetary gain. This hallway has taken my fps from 25 to a mere 10 fps with props and lights and at this point i think if i add anything else it will kill it totally. Since we are at it, I never commented on your screens or web-site showcase as it does not impress me at all and as lame as that may sound, in my professional real life realm some things are best not commented on. Given the tools and engine performance i really don't think any level will be able to support optimal "eye-candy". Tram is basically big empty rooms but i don't see you ###### at the developers.
This doesn't need to be a pissing match although you seem to be the first and foremost figure at the urinal every time one enters the mens room. If i compiled a post showcasing all of your negative post all the way back to your first day on these forums it just may show to be downright embarrassing spot light for you.
So STOP being so negative and show us your WORKING PLAYABLE LEVEL that you seem to be so impressed with that no matter what anyone does it's not as good yours.
Gee, You sound like my ex-wife so the next time your at that urinal remember who is really at the head of the game here.
Maybe this link will help you with your poor, negative communications barrier. <a href="http://www.pvamu.edu/pages/1887.asp" target="_blank">http://www.pvamu.edu/pages/1887.asp</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Runteh the engine doesn't actually have bounce lighting. We have to emulate that ourselves.
I'm not good at all the math and engine stuffs of that, but I think the way the engine works is that when 'x' travels over the surface area of the light, the engine then calculates and directs shadows based on the path of the light. I'm probably wrong but it is how it seems to work to me.
Semi-finished / first version standard 'Shipping Management' area. I guess it's sort of worthy of posting here for now while I touch it up a bit in the future.
MasterGgmfbstJoin Date: 2003-08-24Member: 20169Members, Squad Five Blue
Thaldarin that is indeed really nice! I like how the floor has several textures and stuff to break it up really well. Interesting walls too, even though it's a big square room?
<!--quoteo(post=1823803:date=Jan 13 2011, 04:39 AM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Jan 13 2011, 04:39 AM) <a href="index.php?act=findpost&pid=1823803"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Semi-finished / first version standard 'Shipping Management' area. I guess it's sort of worthy of posting here for now while I touch it up a bit in the future.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nod of approval. (I'm going to steal your lighting style).
Picking up mapping again, trying a new style that is similar to the Aliens series, or at least, I hope that is what is being reflected in the screenshots below.
<!--quoteo(post=1817320:date=Dec 19 2010, 08:34 PM:name=Insane)--><div class='quotetop'>QUOTE (Insane @ Dec 19 2010, 08:34 PM) <a href="index.php?act=findpost&pid=1817320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is nothing "official", just me messing around with the public build.
I wanted to take a break from working on the heavily industrial Refinery environment, so I knocked this little area up. A lab-style environment, complete with barrels:
<img src="http://hypernovadesign.co.uk/screens/other.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd--> looks better then the official maps, i like the floor and light, not that dark like the official ones. totaly natual selection 1 style, not the bad way! the new maps are just way to dark and thats not real and fun.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1825626:date=Jan 20 2011, 06:38 AM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Jan 20 2011, 06:38 AM) <a href="index.php?act=findpost&pid=1825626"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not enough lights? Not enough props? What do you guys think?<!--QuoteEnd--></div><!--QuoteEEnd--> The resnode seems like a death trap if it is just a dead end like this
Way too dark. The light model is so bright but there's no real light emanating around it. Needs to show that there is light there.
You have all that wall detail on the walls not being shown by the lack of light, and skulks etc. are going to need to see that as they'll need to scale the bevel etc.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited January 2011
it also needs more than just white light.
take a look at the original picture, i'm not saying you should copy it, but look at how they've used the colours, (not only in the lights) to make the corridor really interesting - its still quite dark and claustrophobic, and enough to hide sneaky aliens in the shadows, but not so dark that you'd need your flashlight on for just general walking around.
they've used light blue, white and touches of deep red (don't over do red! its such a strong colour). i mean you could go with blue and yellow, or teal and orange instead (although i guess teal/green and orange are more alien colours). I think white light should be used sparingly.
<!--quoteo(post=1826210:date=Jan 22 2011, 05:02 PM:name=peregrinus)--><div class='quotetop'>QUOTE (peregrinus @ Jan 22 2011, 05:02 PM) <a href="index.php?act=findpost&pid=1826210"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's the problem with forcing marines to use flashlights?<!--QuoteEnd--></div><!--QuoteEEnd-->
because while it sounds neat on the paper, it's not really that enjoyable when playing. [imho].
<img src="http://img25.imageshack.us/img25/5734/rapwr.jpg" border="0" class="linked-image" /> Looking through a doorway into a waiting room. Seeing as there's a massive hole in the floor, a few of those benches will be flipped over. will probably remove a light or 2 as well once i finish the rest of the room off.
hookeyedJoin Date: 2007-08-26Member: 62011Members, Squad Five Blue
<!--quoteo(post=1826280:date=Jan 22 2011, 03:23 PM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Jan 22 2011, 03:23 PM) <a href="index.php?act=findpost&pid=1826280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://img25.imageshack.us/img25/5734/rapwr.jpg" border="0" class="linked-image" /> Looking through a doorway into a waiting room. Seeing as there's a massive hole in the floor, a few of those benches will be flipped over. will probably remove a light or 2 as well once i finish the rest of the room off.<!--QuoteEnd--></div><!--QuoteEEnd--> That's really interesting. It would look pretty cool if you used a horizontal trim on the broken edge of the floor, to make it look like there's wiring sandwiched in between two metal layers. Are you planning on adding in bits of the broken floor around it?
I was going for a solid concrete floor so i didnt plan on running any wires through it. I was thinking of using some thin horizontal steel poles and having them bent in a few directions like what is used in reinforced concrete walls although if they are going to get in the way and inhibit players moving in and out of the tunnel easily then i would have to scrap them
*edit*
is the picture showing for others? its not showing for me for some reason
pSyk0mAnNerdish by NatureGermanyJoin Date: 2003-08-07Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
It shows. I like the ceiling, but I don't think that techy trim texture with the little lights fits that well. The glass window could use something fancy or add 45° lines in the corners so it appears less squary. Lighting needs some work. Maybe a bit brighter direct lights in general, smaller lightcones for the ceiling and lower ambient light so you have more contrast.
Braw, the contrast of those white lights is pushing the limits. Tone it down, and use some ambiance lighting to kick it up a notch. Also, there's too much consistency on the left wall with the atm looking machine things. Put up some pipes IMO.
@Braw: I like the photorealistic effect that the bright lighting managed to achieve. Although having the brightness to that level makes me feel a sharpness in my eyes that goes down my retina. Whether that is intended or not, I like it, but I don't know how long I could stand it.
As for my own level, I tried adding color to the map. Less white, more blue, but having a warm color for the vents underneath.
Personally, I feel that I managed to add the much desired detail to the walls, while still maintaining the dark hallway look that I oh so dearly wanted to keep. What do you think?
@Blasphemy I think it looks awesome, but beware playtesters will go "omg it's too dark I can't see anything" if that's the feel you want stick to your guns :D
Also @Braw just epic, I actually like the fact it hurts my eyes a little with the extreme brightness :s. You'd better pull a map together at some point!
<!--quoteo(post=1826932:date=Jan 25 2011, 02:37 PM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Jan 25 2011, 02:37 PM) <a href="index.php?act=findpost&pid=1826932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Blasphemy I think it looks awesome, but beware playtesters will go "omg it's too dark I can't see anything" if that's the feel you want stick to your guns :D<!--QuoteEnd--></div><!--QuoteEEnd-->
Just to add to that, it's also really long and narrow if you're using default model values.
Comments
As the engine relies on dynamic lighting that would kill computers to bounce off surfaces, would it be possible to create some sort of 'diffuse brush' that you could stick in smaller areas to create the effects of reflected shadow.
Creating diffuse light in space is easy because you can place a dim light in space, however:
<img src="http://www.super-nova-team.com/ns2/clandestine5.png" border="0" class="linked-image" />
Placing a dim light in small spaces (say behind the big pipe on the left) is going to have its issues. Because the light is still 'pin light' and can't 'spread' in small spaces, without it being quite an obvious specular.
This doesn't need to be a pissing match although you seem to be the first and foremost figure at the urinal every time one enters the mens room. If i compiled a post showcasing all of your negative post all the way back to your first day on these forums it just may show to be downright embarrassing spot light for you.
So STOP being so negative and show us your WORKING PLAYABLE LEVEL that you seem to be so impressed with that no matter what anyone does it's not as good yours.
Gee, You sound like my ex-wife so the next time your at that urinal remember who is really at the head of the game here.
Maybe this link will help you with your poor, negative communications barrier. <a href="http://www.pvamu.edu/pages/1887.asp" target="_blank">http://www.pvamu.edu/pages/1887.asp</a><!--QuoteEnd--></div><!--QuoteEEnd-->
hahahahaha
I'm not good at all the math and engine stuffs of that, but I think the way the engine works is that when 'x' travels over the surface area of the light, the engine then calculates and directs shadows based on the path of the light. I'm probably wrong but it is how it seems to work to me.
<img src="http://i.imgur.com/U8tyY.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/lOVaY.jpg" border="0" class="linked-image" />
Nod of approval. (I'm going to steal your lighting style).
<img src="http://oi52.tinypic.com/8wcr4p.jpg" border="0" class="linked-image" />
<img src="http://oi54.tinypic.com/16lfleh.jpg" border="0" class="linked-image" />
<img src="http://oi56.tinypic.com/23uv90x.jpg" border="0" class="linked-image" />
<img src="http://oi55.tinypic.com/2lbna4w.jpg" border="0" class="linked-image" />
<img src="http://oi53.tinypic.com/5cgftz.jpg" border="0" class="linked-image" />
Not enough lights? Not enough props? What do you guys think?
I wanted to take a break from working on the heavily industrial Refinery environment, so I knocked this little area up. A lab-style environment, complete with barrels:
<img src="http://hypernovadesign.co.uk/screens/other.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
looks better then the official maps, i like the floor and light, not that dark like the official ones.
totaly natual selection 1 style, not the bad way!
the new maps are just way to dark and thats not real and fun.
The resnode seems like a death trap if it is just a dead end like this
Way too dark. The light model is so bright but there's no real light emanating around it. Needs to show that there is light there.
You have all that wall detail on the walls not being shown by the lack of light, and skulks etc. are going to need to see that as they'll need to scale the bevel etc.
take a look at the original picture, i'm not saying you should copy it, but look at how they've used the colours, (not only in the lights) to make the corridor really interesting - its still quite dark and claustrophobic, and enough to hide sneaky aliens in the shadows, but not so dark that you'd need your flashlight on for just general walking around.
they've used light blue, white and touches of deep red (don't over do red! its such a strong colour). i mean you could go with blue and yellow, or teal and orange instead (although i guess teal/green and orange are more alien colours). I think white light should be used sparingly.
<img src="http://i14.photobucket.com/albums/a304/3263827/GAcorrjpg.jpg" border="0" class="linked-image" />
because while it sounds neat on the paper, it's not really that enjoyable when playing. [imho].
Looking through a doorway into a waiting room. Seeing as there's a massive hole in the floor, a few of those benches will be flipped over. will probably remove a light or 2 as well once i finish the rest of the room off.
Looking through a doorway into a waiting room. Seeing as there's a massive hole in the floor, a few of those benches will be flipped over. will probably remove a light or 2 as well once i finish the rest of the room off.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's really interesting. It would look pretty cool if you used a horizontal trim on the broken edge of the floor, to make it look like there's wiring sandwiched in between two metal layers. Are you planning on adding in bits of the broken floor around it?
*edit*
is the picture showing for others? its not showing for me for some reason
I like the ceiling, but I don't think that techy trim texture with the little lights fits that well.
The glass window could use something fancy or add 45° lines in the corners so it appears less squary.
Lighting needs some work.
Maybe a bit brighter direct lights in general, smaller lightcones for the ceiling and lower ambient light so you have more contrast.
Very nice work.
As for my own level, I tried adding color to the map. Less white, more blue, but having a warm color for the vents underneath.
<img src="http://oi55.tinypic.com/1z6fkno.jpg" border="0" class="linked-image" />
Personally, I feel that I managed to add the much desired detail to the walls, while still maintaining the dark hallway look that I oh so dearly wanted to keep. What do you think?
Also @Braw just epic, I actually like the fact it hurts my eyes a little with the extreme brightness :s. You'd better pull a map together at some point!
Just to add to that, it's also really long and narrow if you're using default model values.
<img src="http://img651.imageshack.us/img651/2326/rap1v.jpg" border="0" class="linked-image" />
<img src="http://img156.imageshack.us/img156/4867/rap2re.jpg" border="0" class="linked-image" />
<img src="http://img529.imageshack.us/img529/8510/rap3v.jpg" border="0" class="linked-image" />