neat, makes it look sterile <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i buyy! i buy! It's exactly the kind of corridor i was searching for mathcing this kinf of room: <a href='http://membres.lycos.fr/nolagrulez/ns/projet/medoc0006.jpg' target='_blank'>http://membres.lycos.fr/nolagrulez/ns/proj...t/medoc0006.jpg</a> I think i gonna stea... err gonna be inspired by that stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I like it. It looks nice. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
We really need more yellow/black stripe textures - that one appears in just about every single damn map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
<!--QuoteBegin--Papercut+Aug 25 2003, 03:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Papercut @ Aug 25 2003, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could use some contrast in the lightning, maybe some orange, dunno. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Nononononononononono please no, the lighting's fantastic!
So many people muddy up their maps with too much colored lighting -- this is an excellent example of well-used lighting. Vary it within the map, certainly, but not within individual rooms.
Probably chop up the strips of blue texture lighting, when they're in continuous patterns like that it doesn't look as good. Also, one of the lights seems to be cut off by the support on the wall.
That hallway is perfect. Chopping up the light strips might add to it, but I'm not sure. Try experimenting. Listen to coil too, the lighting is fine as it is.
yeah both arquitecture and lighting are really nice. gj <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Beautiful style. I like it. And although the lighting is very nice already, you could try adding a subtle extra light (of the same color) near that nos_detail in the center. It would add contrast without muddying the effect you have going, and it would draw attention to that area, which would be realistic since it looks like that panel is the "reason" for the hallway.
Just wondering, is there going to be something outside those glass panels on the left?
<!--QuoteBegin--Vyvn+Aug 25 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vyvn @ Aug 25 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Beautiful style. I like it. And although the lighting is very nice already, you could try adding a subtle extra light (of the same color) near that nos_detail in the center. It would add contrast without muddying the effect you have going, and it would draw attention to that area, which would be realistic since it looks like that panel is the "reason" for the hallway.
Just wondering, is there going to be something outside those glass panels on the left?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> That's a window, there's a skybox outside of there.
IN the future though, Pipes will probably be smaller and to the sides, with skylights to add natural looking high-contrast white light to the floor.
For example, in this shot of the enterence into ns_caduceus' (thanks coil! ) MED LAB OF PWN.
EDIT: I just checked the r_speeds, and those pipes are going to have to not be part of the style, the R_speeds are just gtting too high. I'll find another way to do them though.
legionnaired: do you know what this kinda style looks like? it looks like design from the game "alien trilogy" (besides the textures are more high resulution <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->). I loved this combination between industrial and "sterile" elements, which makes it interesting just to look at it. and I dont hink that there is something wrong with the lightning. to this pipes: make them more simple as part of the ceiling. we all know this: one has to cut down the ideas to fit the hl engine. will the whole map be this medlab style? rul0r! cant wait to see the biohazard areas ^^
yeah really. these people are all saying such nice things about this little x. you can get free space on angelfire. i did, and it works just fine. go make your account now so we can see the pickies!
although im not a lover of 1 unique color aruond the map i must say i really like the pics. I suggest some light_spots like in caged to make it scarier, or at least, a change in the compilation settings to make the difference between light and dark more noticeable. Still, if you leave it like that it pwns.
the style is cool. just make it look more "different". the light on the map shouldnt be this blue in all places. maybe choose this blue style for hallways, use a slightly green one for the medical rooms and maybe a brown or red theme for the locations near hives.
Grav, this is the theme for most of the medical ship, the areas near the ICU hive will have the same cold look, but be green lit, and have much darker spots.
Also, in case I haven't mentioned, the map takes place between two ships, a medical ship and a hyperdrive prototype-carrying frigate. The medical ship is going to be sterile, cold, and that same pale blue.
The hyperdrive ship, I haven't decided if I want to have the same coldness, or a hotter high contrast red/white/orange. I'll have to do another style test for that, which I will no doubt post in a new thread.
try gamma 0.8 or 0.7 and -dscale 4. then post some pics please <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Silencer9Candidate for B.Sc.Join Date: 2003-08-05Member: 18967Members, Reinforced - Shadow
edited August 2003
It looks good! But i am missing something in the first picture! I really do not know what! Maybe the lighting (only the BIG blue) Nono! now i know! A resource nozzle will be nice there! And how should the aliens walk at the wall?!
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
Very nice work you have there! Fam would be pleased that his textures are going to such good use! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
It's exactly the kind of corridor i was searching for mathcing this kinf of room: <a href='http://membres.lycos.fr/nolagrulez/ns/projet/medoc0006.jpg' target='_blank'>http://membres.lycos.fr/nolagrulez/ns/proj...t/medoc0006.jpg</a>
I think i gonna stea... err gonna be inspired by that stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Nononononononononono please no, the lighting's fantastic!
So many people muddy up their maps with too much colored lighting -- this is an excellent example of well-used lighting. Vary it within the map, certainly, but not within individual rooms.
Just wondering, is there going to be something outside those glass panels on the left?
Just wondering, is there going to be something outside those glass panels on the left?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's a window, there's a skybox outside of there.
IN the future though, Pipes will probably be smaller and to the sides, with skylights to add natural looking high-contrast white light to the floor.
For example, in this shot of the enterence into ns_caduceus' (thanks coil! ) MED LAB OF PWN.
<img src='http://legionnaired.evil.cc/ns_tentative0002.jpg' border='0' alt='user posted image'>
EDIT: I just checked the r_speeds, and those pipes are going to have to not be part of the style, the R_speeds are just gtting too high. I'll find another way to do them though.
do you know what this kinda style looks like? it looks like design from the game "alien trilogy" (besides the textures are more high resulution <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->). I loved this combination between industrial and "sterile" elements, which makes it interesting just to look at it. and I dont hink that there is something wrong with the lightning.
to this pipes: make them more simple as part of the ceiling. we all know this: one has to cut down the ideas to fit the hl engine. will the whole map be this medlab style? rul0r! cant wait to see the biohazard areas ^^
Bandwidth exeeded <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Sounds interesting though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyway, my first full fledged room, a type of medlab, is nearing completion. I'll get pics up as soon as I can.
Belg
<img src='http://www.dodstudios.net/uploads/uploads/ns_tentative0000.jpg' border='0' alt='user posted image'>
And the first completed room! Reception and Diagnosis, possibly a major chockpoint.
<img src='http://www.dodstudios.net/uploads/uploads/ns_tentative0003.jpg' border='0' alt='user posted image'>
Another perspective....
<img src='http://www.dodstudios.net/uploads/uploads/ns_tentative0004.jpg' border='0' alt='user posted image'>
I will try to add some accent to the floor once I get a higher-res floor texture, that one is scaled up and looks fugly.
0wn!!!!!!!
the style is cool. just make it look more "different". the light on the map shouldnt be this blue in all places. maybe choose this blue style for hallways, use a slightly green one for the medical rooms and maybe a brown or red theme for the locations near hives.
Also, in case I haven't mentioned, the map takes place between two ships, a medical ship and a hyperdrive prototype-carrying frigate. The medical ship is going to be sterile, cold, and that same pale blue.
The hyperdrive ship, I haven't decided if I want to have the same coldness, or a hotter high contrast red/white/orange. I'll have to do another style test for that, which I will no doubt post in a new thread.
But i am missing something in the first picture!
I really do not know what!
Maybe the lighting (only the BIG blue)
Nono! now i know!
A resource nozzle will be nice there!
And how should the aliens walk at the wall?!