Ns_redrock - Satus Report

marcosmarcos Join Date: 2002-06-26 Member: 825Members
<div class="IPBDescription">nice codename, huh?</div> Hey there folks.
You may remember my "little project" if may not, it ain't important at all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

This map uses the same idea, but with total diffrent textures and layout.

Well. Im gonna show you some pctures now, so pls tell me if im on the bright side or the darkside.
I really like too have some comments on the texture/brushwork/atmoshfare(how do u spell that?) because this is my first NS map.

You maybe want to call this a teaser <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    4)

    sorry for attach images, just ouldnt find host :/
    ns4.jpg 59.8K
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    I tell you my opinion: I dont like crates or doors textures for walls, try to corridors less square, dont mix a lot of textures in the same room.

    you are in the good way, its to do a map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • humb1edhumb1ed Join Date: 2002-10-06 Member: 1446Members
    My opinion is that your texturing looks great! One problem is there are no shadows, i.e. the lighting is too constant. Other than that I like the level of detail in the architecture and texturing.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Hmm... I think you should work over your texturing.
    Some textures look very displaced where they are.. for example the "medical display" hanging over an entrance in picture 2.
    You tend to mix up a lot of different ttextures in one room... try to make yourself a cheme that you run through a whole sector of your map, not just one room.
    The texturing in the last picture are quite good.. except for the cieling.
    Lighting seems to be way to bright.. should work on that, too.

    -=HyPeR=-
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    well, i cant really understand that.. im using nos and r25 textures.

    1) They look good, and they match each other pretty good.
    2) They are well detailed, makes it look mutch better

    I like it how it's is right now imo. I respect your thoughts, i really do, but I don't think i'll change the textures, exept that green medical thing over the door <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The most outstanding thing for me seems to be the windows, somehow the sky doesn't look right, I can't put my finger on it...

    The next thing is the lighting as humb1ed said, it's too evenly lit for NS.
  • AngelAngel Join Date: 2002-07-09 Member: 902Members
    Chrome I totally disagree. His skymap is pretty nice especially for the wall texture he is using by them at the moment. Although I thik his lighting totally needs revamped. Especially the 1st sreenshots, try using texture lighting mate (especially on the 4 spotlights located on the right had side of the picture). i believe chromeangel has made a textured rad (of which i edited by adding my own textures in <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->), use it. its good.
  • DrownDrown Underwater Join Date: 2002-12-02 Member: 10392Members
    I'm all for inventive use of textures, but the textures youve used here are mismatches, and unaligned. Particualry the misuse of the texture nos_elevplat and nos_airlkl

    I'm not meaing to be derogatory but its just not good.

    Not quite as bad as ns_nancy's texture issues mind you, but still..
  • TikiTorchBobTikiTorchBob Join Date: 2002-11-13 Member: 8527Members
    Is that a skybox out of those windows in the first shot? It almost looks like he made a texture with that on it, or something. It looks like a picture plastered on the wall. Could be the angle of the screenshot, though.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Don't worry about using lots of textures, I think the texturing looks cool (apart from the crates and skelly on the wall, they suck). Only problem is you may run into the maximum texture memory limit sooner than you anticipated (its 4 megs) if you use lots of different textures. In worldcraft you can look at Map>Show Information and it tells you how much texture memory you are using. I don't think its very accurate though, because the compiler gives me much lower figure.

    Work on that lighting as well, its much better in the shot you just posted, but remember to put some deep shadows here and there. The env_gamma may also help.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    I don't think that is an accurate way of checking. Mine says I am using 8.97 MB of textures. It compiles fine and runs though.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    checking it in the compiler is the most accurate way of finding how close to the texture limit you are
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    <!--QuoteBegin--marcos+Jan 10 2003, 04:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (marcos @ Jan 10 2003, 04:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->atmoshfare(how do u spell that?)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Atmosphere <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    <!--QuoteBegin--Heist+Jan 17 2003, 11:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Heist @ Jan 17 2003, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't think that is an accurate way of checking. Mine says I am using 8.97 MB of textures. It compiles fine and runs though.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hell man, I don't think it's a hard limit like that? As far as I know you can compile as much texture-goodness into your levels as you want.. The four megabytes limit is a requirement by the NS team just like keeping things below a certain r_speed. In this case, more than four megabytes and the software-rendere starts crapping out.

    All just afaik, of course, I'm no HL Engine Expert <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    do u use normal entitie light apart from the texture lighting or do you dont even use texture lighting and only entitie one? the light in your pics makes me believe you have some bright entitie normal light that makes the whole rooms look.....boring. Try creating shadows and light_spots....yeah try light_spots.
  • InZaneFleaArmyInZaneFleaArmy Join Date: 2002-01-24 Member: 18Members
    Iiiii'm Baaacccckkk...XD...Personally, I like the crate textures, but the skele seems out of place. Your architecture is cool, specially in second to last picture. Lighting is out of control...Fix it or die...XD....Other than that, nice so far.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I'm pretty sure that's a flat texture he's using for the outdoor-looking parts, not a skymap.

    This is me insisting that he use a skymap, as the flat texture will not look good at all ingame.

    And yes, you have some good, original ideas, but your texturing, lighting and general skill needs a wee bit of honing.

    Otherwise, good work. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    well. It's now the 4. time im redoing this ONE hallway D:
    here:
    <img src='http://www.home.no/markus-l/n.jpg' border='0' alt='user posted image'>
    this is the s-curves as u may find in the first pics:
    <img src='http://www.home.no/markus-l/n2.jpg' border='0' alt='user posted image'>
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    looks nice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    WOW! That's great!

    the fan texture on the cieling looks a little weird; it always looks weird when it's directly on the cieling (it doesn't look weird if you recess it a little)
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