What Color Is Missing Here?

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">ns_complex</div> This is the state of my "Reactor Hive"-location.
.jpg makes it blurry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
Dont rate the textures yet, jut anything else.
Please help me with the lightning ans comment the architecture.

The problem is that my map has 3 levels (crossing each other).
For more overview I give each level one mayor lightning "redish (bottom), greenish (middle) , blueish (top)"
Only in this Location all 3 levels meet each other.
I wanted to have bluish light coming out of the active reactors (middle) and the bottom (spots to the top), redisch light coming fom the top (sides) to light the bottom.
I just like mixing blue and red light with some small white spots in it (no white spots yet).

The question "What color is missing here?" now should be easily answered with "Green" but were to place it?
Make investation or some green fluids glowing?
Place white spots that mainly spot on green investation?
Invent the green Alien-lightbulb?

(Just noticed a misttake in this pic- blue light coming from bottom AND from top , will re-render ASAP)

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    10 seconds later comes the pic.
    (gamma set to 1.25)
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    From an average player's point of view, I'd say cut down on the colored lighting. Looks like a rainbow took a dump in that room.
  • GeekGeek Colorado Join Date: 2002-12-01 Member: 10346Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow
    Missing
    <span style='color:red'> Red</span>
    <span style='color:orange'>Orange </span>
    and
    <span style='color:yellow'> Yellow</span>
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    You should rephrase that question to what colour isn't missing here, also please rename it acid trip hive. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    If I recall your layout correctly (search forum for ns_pot) this point is not a hive, so it wouldn't be called Acid Trip Hive.

    Ollj, I will say that since I first saw your layout, I've been EAGERLY watching your posts looking for progress and screenshots. However, this one room is... well, yes. Far too psychadelic. Perhaps you could make the room white, you know, equal values of R G and B... then make the three corridors that lead off to the different levels the different colors you want. But try to be more subtle, and less glaring...

    Unless there's a specific theme based reason to have this room all messed up. I'm noticing lightning effects... is this the inside of a reactor core or something? If so... why are you allowed inside it (while it's turned on) while not being instantly killed?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    To make one thing clear: I never touched any drug, I never smoked and I dont like beer much.
    The first stupid name idea was "pot" because its a shortcut for the "public off(line) topic" forum of cstrike.de.

    The way I want to create my map is firstly making a blocky map with Large monocrome lights, and then just go into detail more and more (in architecture and lightning) till I reached the absolute limits.
    A cubig room with 6 walls -> Same room detailed with MUCH more faces.
    A room having 1-3 big light sources -> Same room with lots of small light souces and spots.

    Were you see large monocrome lights now later will be lots of smaller light spots and small light sources.
    This means No large smooth "psychodelic pastell" colors anymore.
    And im changing the colors slowly from "000 000 255" to something like "050 100 230" to make the colors less intensive.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Unless there's a specific theme based reason to have this room all messed up. I'm noticing lightning effects... is this the inside of a reactor core or something? If so... why are you allowed inside it (while it's turned on) while not being instantly killed? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    At first I used the well known conveyour texture from NS instead, but I had some problems with that (large brush based entity) so I tried the lightning.
    I also tried a solid grate (no brush) around it but it Just kicked my VIS too much... im still working on a solution.
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    keep two contrasting main colours. maybe add a third light giving off texture light that is 32x32 or 16x16 if u really must. look forward to infestation in that area...and oh that laser thing makes the map look a bit too HL DMish....weird in that area
  • doctopepadoctopepa Join Date: 2002-01-26 Member: 99Members
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Im tweaking it and its getting better.
    Right now it has some nice spots but too much white in it...
    No more candyland, at least not that much.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    fixed colors.
    <a href='http://www.df5jz.de/Ollj/light1.jpg' target='_blank'>http://www.df5jz.de/Ollj/light1.jpg</a>
    <a href='http://www.df5jz.de/Ollj/light2.jpg' target='_blank'>http://www.df5jz.de/Ollj/light2.jpg</a>
    <a href='http://www.df5jz.de/Ollj/light3.jpg' target='_blank'>http://www.df5jz.de/Ollj/light3.jpg</a>
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    I would say some white non-direct lights spashing the walls in a few places to bring out the true color of the wall textures would really finish it up, but thats just MHO.

    GSH
  • SkorpioNSkorpioN Join Date: 2003-03-09 Member: 14356Members
    i got a big fat x <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    A significant improvement. I'm still curious as to the setting of it though... what's the room's name?
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Very Nice. I like that a lot. Maybe have a bit more chaotic infestation moving into the reactor itself (not just on the ceiling). Other than that, looks great. Lighting looks nice.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
Sign In or Register to comment.