Overly Chatty Penguins

The Ready Room => Media => Mapping => Topic started by: Uranium - 235 on February 18, 2004, 02:27:02 AM

Title: Ns_desolate
Post by: Uranium - 235 on February 18, 2004, 02:27:02 AM
<NOTE NOTE NOTE  -  This was made for a dark blue background, not awful LM white... highlight it, it makes it much easier to read :D - Lito, don't copy this part in..>




NS_DESOLATE[/font]

To: Marine 41156.11 - Class AAB - Echo - Echo Company - Solitarious System
Routing: 100123.12.687 - Node 22803.74.10 - Node 000022.10.8
From: Brigadier General Ratowski

Mission Briefing - OPERATION LIGHTBRINGER[span style=\'font-size:10pt;line-height:100%\'] - Recorded at 14:30 - To Be Distributed to all Active Units of Echo - Echo Company, Echo - Sierra Company - Designation 455AC2[/font][/span]
Quote
CLASSIFIED[span style=\'font-size:8pt;line-height:100%\']

Failure to comply with T.S.A. doctrine subsection 12 re: Disclosure and Disposal of Classified Documents, will be subject to review by a military tribunal.
[/font][/span]

[size=8]Soldier -

Six days ago, at 04:27 Standard Galactic Time, Border Station Merras' sent out an automated emergency call. The report appended to the call indicated that a massive power spike had fried the primary power grid, and the reactor failsafe had cut in. Four hours later, at 08:41, a maintenance crew had brought the primary grid back online, and the reactor was operating at 60% capacity.

Three days later, at 17:03, a second power spike, this one more then twice as strong as the first, knocked out the secondary grid as well. The reactor failsafe system malfunctioned, and a core breach flooded Subdecks two through fifteen with over 6,000 REMs of radiation. Roughly fifteen minutes later, an emergency distress call went out. This call repeated itself for three hours, until it was unexpectedly terminated. Shortly after, all contact with Merras has been lost. Automatic diagnostics indicate that the atmosphere inside is breathable, and has sustained no loss of pressure. However, other key components, most specifically the docking electronics, have sustained critical damage.

Our techs have managed to piece the transmissions together, and have determined there to have been a hostile takeover on the station. Echo Company is currently the closest operational T.S.A. unit to Merras. Your deployment will commence at 18:00 hours today. Operational area once aboard the station is as follows:

Echo - Echo will be operating on the Maintenance Deck (Deck Zero) through Deck Two.

Echo - Sierra will be operating on Decks Three through Five.

You objectives are to dock with the station, then assess and neutralize the situation. If you locate survivors or hostages, you are to evacuate them to safety. Your company will be aboard the Mark IV Horizon-class superdropships Citaker and Xerdan Your potentiality stream will bring you as far as possible: to the outskirts of the Omicron-Tau - Forty-Two system, where you will travel at sub-light speeds for seventy-three days, until reaching the station.

The Nanogrid auto-diagnostics indicate that it is operating at roughly 60% capacity. The system computer indicates with 92.233% accuracy that the Nanogrid will have the station prepared for your arrival within fifty days.

We've taken liberties to keep you up to date on the situation as needed. Attached to this file is a software package we require all units to install to their Active Combat, Command, and Communication System. During your time spent in transit, you will receive periodic updates concerning the station's systems, updated intelligence, and the situation of the Nanogrid.

Good luck marine, and Godspeed.
[/size]

Attachment: Operation Lightbringer - Dynamic Operative Update System:

CLASSIFIED[span style=\'font-size:8pt;line-height:100%\']

Failure to comply with T.S.A. doctrine subsection 12 re: Disclosure and Disposal of Classified Documents, will be subject to review by a military tribunal.
[/font][/span]

Quote
Welcome to the UNS Merras![/font]

Welcome to Border Station U.N.S. Merras, one of five similar stations and the farthest habitable area humankind has ever established! As part of the Merras, you will see sights that almost no one has ever seen before! You will participate in exciting operations as you yourself help shape history!

Commissioned fifteen years ago, the Merras currently maintains a relatively stationary position almost 200 light-years (Over 1,892,105,600,000,000 kilometers!) outside of the edges of the Teluras supernova. See these magnificent phenomena up close, and by helping us study it, you're helping all of mankind!

Merras is proud to feature an up-to-date Mark IVX Nanogrid. The Nanogrid features over six thousand improvements over the Mark XIII Nanogrid, including the ability to run even after all other systems have failed. The smart centralized supercomputer gives Merras a technical edge over even older dedicated scientific vessels.

Merras consists of 20 decks. Deck Zero, or the Maintenance Deck, is off-limits to all non-authorized personnel, at all times. There are five decks above Deck Zero that are open to everyone. Below Deck Zero, there are fifteen levels of Subdecks. The Subdecks house all our equipment, our scientific staff and monitors, the engine housings, and the primary Nanotech Supercomputer.

Quote
[size=9]This is an information pamphlet that was distributed by the corporation solely in charge of the operation of that station. Really, Merras sits in the middle of nowhere. There is absolutely nothing around for hundreds of light-years, besides the supernova. And I mean nothing. We're lucky to get the potentiality stream out as far as we can. Unless you can tap into the station's communication boost system, your signals will be too weak to reach the next nearest station. There is no room for error. If you fail, there will be no one to come to your aid. Success is the only option.[/size]
Quote
UNS Merras - Technical Specification Document[/color][/size][/font]
    [size=9]
    • Operational Launch Area - 97% Operational
    • Master Nanite Control System - Station Layout, Blueprints, Subsystem Documentation - 10% Operational
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline
    •  - Unknown - Node Offline[/size]


    [/li][/list]
    Title: Ns_desolate
    Post by: LzX on February 18, 2004, 08:57:52 AM
    That looks really nice!!! <3
    Title: Ns_desolate
    Post by: Grimm on February 18, 2004, 09:21:02 AM
    Might want to use a different font for the "Join ~this team~..."  things, the current one is a bit crowded and blocky, kinda hard to read.
    Title: Ns_desolate
    Post by: Uranium - 235 on February 18, 2004, 12:04:00 PM
    Yep, I know, I'm looking for a new one for the kharra. But I'm happy with the marines one, so it won't change (and it took a lot of work). I just need to scale the marine one up a bit, it'll get bigger. ;)

    I have to go right now, but if someone wants to help, find me a font that looks like this (This is the one I used... it looks sexcellent in photoshop, but when I put it into half-life, the rendermode craps it up :()

    (http://www.highfonts.com/fonts/free/pics/Legion.gif)

    Lots of fonts here:

    http://www.highfonts.com/freealpha.asp?bok=L&p=2&f=0 (http://www.highfonts.com/freealpha.asp?bok=L&p=2&f=0)
    Title: Ns_desolate
    Post by: BobTheJanitor on February 18, 2004, 01:00:06 PM
    Minor, stupid note, but it's kharaa, not kharra.  :)
    Title: Ns_desolate
    Post by: Dark on February 18, 2004, 01:07:51 PM
    looking really great the uranium  B)
    Title: Ns_desolate
    Post by: Uranium - 235 on February 18, 2004, 01:26:43 PM
    Quote
    Minor, stupid note, but it's kharaa, not kharra.  :)
    Doesn't really matter now, cuz it's going away anyway ;)

    FIND ME A GOOD FONT!
    Title: Ns_desolate
    Post by: Path on February 18, 2004, 04:24:16 PM
    Uranium, using the random searches, I picked out the two that most closely resembled the Legion font. Suprisingly, these were the only two that even looked remotely close. And by the way, nice map, I really like it.

    (http://www.highfonts.com/fonts/free/pics/Xenotron.gif)

    (http://www.highfonts.com/fonts/free/pics/Futura.gif)
    Title: Ns_desolate
    Post by: Uranium - 235 on February 19, 2004, 04:23:26 AM
    Got almost nothing accomplished today :( Major performace issues at hand.
    Title: Ns_desolate
    Post by: BobTheJanitor on February 19, 2004, 06:58:47 AM
    :lol:  :lol:  :lol:

    I lurve it.

    I acually tried to open hammer again yesterday, but as usual I got pissed off trying to get it to work with steam. Wouldn't even compile and run a simple test map without some stupid problems opening steam up. So, as usual, I closed it all and went to play NS instead.
    Title: Ns_desolate
    Post by: Lito on February 19, 2004, 09:09:11 AM
    still on the readyroom? is mapping really this tedious, or are you just an attention-to-detail whore?
    Title: Ns_desolate
    Post by: Sancho on February 19, 2004, 09:50:05 AM
    Depends on the mapper.
    Title: Ns_desolate
    Post by: Uranium - 235 on February 19, 2004, 12:11:36 PM
    The HL Engine is absolutely atrocious, and it's really easy for things to go pear-shaped for absolutely no reason whatsoever. I'm having a major problem with that right now, and spent all of yesterday fixing stupid bugs and trying to make it be nice. Plus, I'm a detail whore (I want it looking 'Just so'). If I was less of a perfectionist, I'd be like 1/4 done already ;) Plus, I had to take time making custom textures, etc.
    Title: Ns_desolate
    Post by: Dark on February 20, 2004, 03:09:59 PM
    it is looking good and it doesn't matter how long you take on it imho
    Title: Ns_desolate
    Post by: Uranium - 235 on February 22, 2004, 02:29:44 AM
    New screens coming soon! :D The old screens will go down. I'm going to reorganize my little cubbyhole on Zazi's spacehosting, and I'm too lazy to go back and fix everything. :p Don't worry, the new ones are infinately better, in ever way, then the olds.

    Quote
    Uranium, using the random searches, I picked out the two that most closely resembled the Legion font. Suprisingly, these were the only two that even looked remotely close. And by the way, nice map, I really like it.

    (http://www.highfonts.com/fonts/free/pics/Xenotron.gif)

    (http://www.highfonts.com/fonts/free/pics/Futura.gif)

    Thanks, but I found out I don't need them :) I just toned down the degree of 'digitalness' the engine put on them, now they're much crisper and clear (you can actually see the scan lines on them now... yes, there's supposed to be lines across the letters in those screens :D)


    Okay, screens won't be changed until tomorrow. The reason is, I've just done something makes me very very happy... and it wasn't masturbation... no, I managed to fix my glitchy terrible error, my r_speeds are down, and the readyroom got a MASSIVE face-lift :) Almost all the textures are different, and it's like... readyroom v2.0 (just without the suck)
    Title: Ns_desolate
    Post by: Grimm on February 22, 2004, 03:13:17 AM
    Would help if you posted a new screenshot.
    Title: Ns_desolate
    Post by: Uranium - 235 on February 22, 2004, 03:24:35 AM
    Quote
    Would help if you posted a new screenshot.
    Tomorrow fat purple one...

    *checks watch* or later today...
    Title: Ns_desolate
    Post by: Uranium - 235 on February 22, 2004, 08:25:09 PM
    (http://uranium235.thezazi.net/ns_desolate/2-22-04/MainHall.jpg)

    Here, I'm showcasing the main hallway that connects all the readyroom segments together. This is roughly half the readyroom. The other half will feature the 'Spectate' area, and the rooms where you spawn in.

    (http://uranium235.thezazi.net/ns_desolate/2-22-04/RandomTeam.jpg)

    'Random Team' area.

    (http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinAlien.jpg)

    'Join Aliens' area, from a different angle this time. Notice the retextured walls, massively reduced w_polys, and slightly tweaked lighting. Also, Kharaa is now spelled correctly.

    (http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinAlien2.jpg)

    Second shot, showing off my Skulk Musculoskelatal system poster :)

    (http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinMarine1.jpg)

    Outside the 'Join Marines' area, showcasing my recruiting poster. Notice how I've increased readability of the scrolling sign.

    (http://uranium235.thezazi.net/ns_desolate/2-22-04/JoinMarine2.jpg)

    Finally, a new angle on the 'Join Marines' interior. Very little has changed in here, except for the new scrolling propoganda to bring focus to the center of the room. Also, I'm using custom LMG models, so they're sorta screwed up. Don't worry, they look fine with stock NS models.

    Note that the steam particles will not be there in the future. I made that particle system and liked it, so I'm saving it for later use.
    Title: Ns_desolate
    Post by: Path on February 22, 2004, 08:48:06 PM
    That is one fine readyroom! If the rest of the map recieves even a fraction of the dedication this readyroom did, not only will it take all year, it will be a truely awesome level.  :lol:
    Title: Ns_desolate
    Post by: Uranium - 235 on February 22, 2004, 08:53:51 PM
    There, new picture up there ^ ^   ^_^
    Title: Ns_desolate
    Post by: Grimm on February 22, 2004, 09:15:31 PM
    We want Kharaa readyroom!
    Title: Ns_desolate
    Post by: Malevolent on February 22, 2004, 10:02:58 PM
    Uranium, my metallic elemental friend, that is a sexy readyroom.
    Title: Ns_desolate
    Post by: BobTheJanitor on February 23, 2004, 12:04:57 AM
    Very classy. Much hope that this map gets out before the end of the world. I'd really like to play it one of these days.
    Title: Ns_desolate
    Post by: lolfighter on February 24, 2004, 02:57:26 AM
    Ooooh, easter-eggy! Now put an animated version of my smily somewhere. :)
    Title: Ns_desolate
    Post by: Anarki3x6 on February 24, 2004, 09:18:04 AM
    wow that looks real nice.. id never be able to make something like that.
    if only mapping were easier, if any of you saw the far cry editor movie , that would be kool to have..
    Title: Ns_desolate
    Post by: Uranium - 235 on February 24, 2004, 11:52:36 PM
    (http://uranium235.thezazi.net/ns_desolate/2-24-04/2ndHall.jpg)

    First, here's the second hallway, with the spawn areas branching off to the sides, and the 'Observe Match' area straight ahead.

    (http://uranium235.thezazi.net/ns_desolate/2-24-04/Observe.jpg)

    The 'Observe Match' area. Looks a bit too much like Nancy for my tastes, but hey, it's a cliche cockpit: center console, chairs, and windows...

    (http://uranium235.thezazi.net/ns_desolate/2-24-04/Spawn1.jpg)

    Spawn area 1.

    (http://uranium235.thezazi.net/ns_desolate/2-24-04/Spawn2.jpg)

    Spawn area 2.

    95% complete with the readyroom!
    Title: Ns_desolate
    Post by: Grimm on February 24, 2004, 11:55:56 PM
    Very very nice, I like the lighting very much.  ;)
    Title: Ns_desolate
    Post by: Uranium - 235 on February 24, 2004, 11:58:50 PM
    I need an NS Forums rep...
    Title: Ns_desolate
    Post by: BobTheJanitor on February 27, 2004, 09:02:55 AM
    Two days without new screenshots! PANIC PANIC PANIC!!!!

    So, how's it going?
    Title: Ns_desolate
    Post by: Uranium - 235 on February 27, 2004, 11:25:53 AM
    Dunno, but I'll have a lot of free time saturday and all next week!
    Title: Ns_desolate
    Post by: Uranium - 235 on February 28, 2004, 09:12:19 PM
    Quote
    I need an NS Forums rep...
    *cough*
    Title: Ns_desolate
    Post by: BobTheJanitor on February 28, 2004, 09:18:13 PM
    Why can't you be your own NS forums rep... ?
    Title: Ns_desolate
    Post by: Uranium - 235 on February 28, 2004, 09:37:33 PM
    Quote
    Why can't you be your own NS forums rep... ?
    http://www.natural-selection.org/forums/in...p?showuser=9478 (http://www.natural-selection.org/forums/index.php?showuser=9478)

    I still post, but it won't do to have the same map released under two names :p
    Title: Ns_desolate
    Post by: Lito on February 29, 2004, 07:17:11 AM
    i'll do it, just need a few tidbits of information before i get started:

    -> How'd you get yourself banned? :/
    -> i need a Topic name n' stuff however you want it
    -> should i just hotwire it from your hosting, or what?
    Title: Ns_desolate
    Post by: Uranium - 235 on March 01, 2004, 03:32:21 AM
    TBH I don't even know why I got banned... but I'm sure it was someting stupid: The mods just didn't like me. Point: I posted that 'Rejected cartoon' on the forums LONG ago, and I got temp suspended because it was 'gross'. Rejected was just posted on Off Topic a few weeks past...

    Dont' worry about it JUST yet... let me finish up some stuff and I'll make a little format for the first post... then I'll PM you with followups you can just copy-paste in.

    Anyway, Malevolent PMed me this:

    Quote
    You think you could let us try out your map's readyroom? And do you think the map will be done in a couple of months? Not trying to rush you; I just wanted some sort of timeline (so I don't think I will be waiting years ).

    1) Yes, yes, you can all beta test it when it's fully finished. It's like 99% done, but I'm sitting on it for now, letting it grow on me, trying to see if there's any last tweaks I could make.

    2) The actual map hasn't even started. I'm currently conceptualizing a design. This will take a VERY long time... I'm not going to be able to give you a timeline, my mapping opportunities are reliant on when I'm not working, which I usually don't know. And sometimes I DO like doing other things :p. (been playing PoP: Sand of time and System Shock 2 lately)
    Title: Ns_desolate
    Post by: Uranium - 235 on March 01, 2004, 08:48:02 PM
    Aye, check out the first post :) Looks hideous on LunximonsterWhite, but looks quite nice on the NS forums.

    Lito:

    Topic: ns_desolate
    Subtopic: <Blank>

    Body: Copy everything from the first post (quote it, then rip the tags) and paste it in. Then, add in, at the bottom:

    This map is currently being developed solely by Uranium - 235, with support from the Lunixmonster community.

    Then for subsequent posts, such as picture updates, just quote and paste what I have written here. Do this for the existing picture posts I have here. I'll be reading it, if someone has questions, I'll PM you to answer.

    Thanks :)
    Title: Ns_desolate
    Post by: Dark on March 01, 2004, 11:38:09 PM
    U235, I really can't wait to play this map since it is looking like it will be one of the greats  :D

    btw just read the info on the map. good job :D
    Title: Ns_desolate
    Post by: Uranium - 235 on March 03, 2004, 04:07:56 PM
    People complained about the lighting (I really don't blame them. Lighting is hard to get right to please everyone) so I answered! Two new screens featuring the ice-blue lighting.

    Note that the steam particles, again, most likely will not make it into the final cut.

    (http://uranium235.thezazi.net/ns_desolate/3-3-04/MainHall.jpg)
    (http://uranium235.thezazi.net/ns_desolate/3-3-04/2ndHall.jpg)
    Title: Ns_desolate
    Post by: LzX on March 08, 2004, 10:00:35 PM
    nice man, you got major skill
    Title: Ns_desolate
    Post by: SaltzBad on March 11, 2004, 01:42:49 AM
    Is it wrong if I touch myself to screenshots?
    Title: Ns_desolate
    Post by: Dark on March 11, 2004, 01:47:21 AM
    Quote
    Is it wrong if I touch myself to screenshots?
    :blink:  you did it too  :blink:
    Title: Ns_desolate
    Post by: Uranium - 235 on March 11, 2004, 02:12:44 AM
    Still going slow, haven't done much (ie: anything) on the map, plan on starting.. soon...
    Title: Ns_desolate
    Post by: Uranium - 235 on March 13, 2004, 01:20:19 AM
    Two shots of the WIP marine spawn...

    (http://Uranium235.thezazi.net/ns_desolate/3-13-04/MarineSpawn1.jpg)
    (http://Uranium235.thezazi.net/ns_desolate/3-13-04/MarineSpawn2.jpg)
    Title: Ns_desolate
    Post by: Dark on March 13, 2004, 11:08:22 AM
    rather dark and um ya i know it is wip but please put in some good lighting.  other than that from what i can see it is good :ph34r:
    Title: Ns_desolate
    Post by: Uranium - 235 on March 13, 2004, 11:13:29 AM
    Yeah lighting is being tricky.

    If I brighten the floodlighting, it makes the rest of the room look really washed out. If I don't want it washed out, it looks dark (Note that it's brighter in-game, but still sorta dark)
    Title: Ns_desolate
    Post by: Malevolent on March 13, 2004, 10:31:54 PM
    I can't decide if I like the blue or purple lighting better. Either way, it's purty <3.
    Title: Ns_desolate
    Post by: Dark on March 13, 2004, 10:42:22 PM
    ice blue lighting is good  :ph34r:
    Title: Ns_desolate
    Post by: BobTheJanitor on March 14, 2004, 12:46:22 AM
    MS should always be bright. It should feel safer for the marines and not have any dark hidey corners. Maps like lost and nancy get lots of hate for having dark marine starts. A good variety of lighting throughout the rest of the map is good, but MS must be bright I tells ya!
    Title: Ns_desolate
    Post by: Uranium - 235 on March 14, 2004, 01:31:38 AM
    My problem is I want all lighting to be natural. I don't want room without visible sources of lighting that are still nice and bright inside. I don't want goofy randomly placed lighting fixtures. So that's why lighting this hangar is a challenge. I'm settling with making large poles with lights on them so it looks more like the marines moved in and set up base.
    Title: Ns_desolate
    Post by: JHunz on March 14, 2004, 12:47:17 PM
    If it's a hangar, it wouldn't be unreasonable to have lights in landing strip arrangements on the floor.
    Title: Ns_desolate
    Post by: Uranium - 235 on March 14, 2004, 12:57:44 PM
    Quote
    If it's a hangar, it wouldn't be unreasonable to have lights in landing strip arrangements on the floor.
    Tried it, and it was absolutely hideous :D
    Title: Ns_desolate
    Post by: Dark on March 14, 2004, 02:22:44 PM
    Quote
    Quote
    If it's a hangar, it wouldn't be unreasonable to have lights in landing strip arrangements on the floor.
    Tried it, and it was absolutely hideous :D
    you remember that map ns_cydonia from 1.04, well its ms was like a landing craft but the bay it was in was a nicely lighted hangar.  i mean i know it isn't very original if you take that idea, but as long as you give ming his credit it should be ok ;)
    Title: Ns_desolate
    Post by: Uranium - 235 on March 14, 2004, 03:33:42 PM
    With better lighting! Helped that I replaced the door, the light from the nebula makes it cheerier in there.

    (http://Uranium235.thezazi.net/ns_desolate/3-14-04/MarineSpawn1.jpg)
    (http://Uranium235.thezazi.net/ns_desolate/3-14-04/MarineSpawn2.jpg)
    Title: Ns_desolate
    Post by: Dark on March 14, 2004, 05:46:08 PM
    yes the lighting is a bit better but in the second pic it still seems dark in the corner you are standing in.  not that that is bad or anything cept it may be a place where an alien will hide to ambush the rines if they aren't careful to look there.
    Title: Ns_desolate
    Post by: Uranium - 235 on March 14, 2004, 08:22:23 PM
    Quote
    yes the lighting is a bit better but in the second pic it still seems dark in the corner you are standing in.  not that that is bad or anything cept it may be a place where an alien will hide to ambush the rines if they aren't careful to look there.
    It's a lot lighter :) The white background of the forums contrasts terribly and your eyes see that contrast, making it look dark. Plus, I haven't put the connecting halls in yet, which will be lighted themselves, so no worries.
    Title: Ns_desolate
    Post by: Dark on March 14, 2004, 09:19:28 PM
    okies just thought i would add my 2 cents though but since it isn't finished and yes the forums white background will do that to us.  anyways i am hopeing that you finish this map in the near future not the far off one :p
    Title: Ns_desolate
    Post by: Uranium - 235 on March 16, 2004, 01:57:55 AM
    BTW This map will support detail textures! I've got my own brushed metal in effect as an experiment... :o

    (http://uranium235.thezazi.net/detailtexture.jpg)
    Title: Ns_desolate
    Post by: Sancho on March 16, 2004, 03:04:10 AM
    I REALLY like that red lighting from the nebula.  Makes the environment so much more...life-like.  IMO the lighting in those screenshots is dead on.

    Detailed textures are the way to go.  I just hope my comp will run them alright :(

    So do you already have the layout pretty much decided or are you making it up as you go along?

    That LMG model is sickening :(
    /me huggles the default models <3
    Title: Ns_desolate
    Post by: Majin on March 16, 2004, 06:35:54 AM
    <3  <3  <3  <3  <3
    NS_Desolate looks great.
    I love your attn. to the small things.  If your map is anything like the RR, its going to be AWESOME!
    Good work Uran, you crazy sob.
    Title: Ns_desolate
    Post by: Dark on March 16, 2004, 10:21:56 AM
    very nice work there uranium and after changing computers i now see that the corner isn't as dark as i thought it was.  all these screenies are really making me want to play that map now ^_^ . keep up the good work there.


    as for sancho's comment on the lmg model being somewhat lacking to the default, all i can say is the defaults started making me sick so i changed them all for the rines including the rine player models :ph34r:
    Title: Ns_desolate
    Post by: BobTheJanitor on March 16, 2004, 10:28:27 AM
    OHMYGORGE! Detail textures! I love you like the son I never hope to have!!!!
    Title: Ns_desolate
    Post by: SaltzBad on March 16, 2004, 10:42:13 AM
    Quote
    My problem is I want all lighting to be natural. I don't want room without visible sources of lighting that are still nice and bright inside. I don't want goofy randomly placed lighting fixtures. So that's why lighting this hangar is a challenge. I'm settling with making large poles with lights on them so it looks more like the marines moved in and set up base.
    Well how was the Hangar lighted before the 'rines? What purposes did the lighting have to fulfill - ie what was being done in the Hangar? I'm assuming humans walked around in it, and large/bulky spaceships were kept their - overhead lighting only would be a tad illogical (as spaceships cast huge bloody shadows, and need to be accessed from the lower areas, durr). So you can start by sticking lights into the floor, or into the corners connecting the walls and the floor (A triangular fixture in that corner aiming the light 45 degrees up for example would work).

    And if you want aviation style lights, you'd obviously have to use sprites primarily, and make the bit of light they emit secondary (probably only noticable by a foot-wide discoloration on the ground beneath it). Weak light, strong hue and a bit above the ground.

    The red lighting and view into space is plain awesome though. Its pretty obvious that its still way too dark though from how that LMG is pitch black in the screenshot - if all clever positioning of lights fails, you can always try simply putting more reflections in the compile options (takes longer to compile, but eh). Not sure if thats still possible though, been 2 years and I used WorldCraft (although again, the compiler came seperate afaik - so even if your compiler doesn't let you set that, you could find one for sure).
    Title: Ns_desolate
    Post by: Uranium - 235 on March 16, 2004, 10:58:34 PM
    Some experimenting :D

    (http://uranium235.thezazi.net/DetailVs.jpg)
    Title: Ns_desolate
    Post by: Dark on March 16, 2004, 11:14:06 PM
    <3  <3  <3  <3  <3  <3  <3
    oh em gee uranium you are killing me with all these new screenies so hurry up and finish so we can play test it and what not :blink:

    the lighting looks nice and i really can't wait for you to finish it up
    Title: Ns_desolate
    Post by: Uranium - 235 on March 16, 2004, 11:31:45 PM
    Those are detailtextures... you have to have a supported video card. No GF2 or MX cards, and some other ones... basically nothing crap will be supported. I'm making more for all the textures in my map so I can release a super high-res pack for it seperate.
    Title: Ns_desolate
    Post by: Sancho on March 16, 2004, 11:40:23 PM
    Looks good.  How much extra data will detailed textures add to the final zip?
    Title: Ns_desolate
    Post by: Uranium - 235 on March 17, 2004, 12:57:52 AM
    Well, I have 6 right now, constituting 432 kbs of space.


    So a few megs.
    Title: Ns_desolate
    Post by: Lito on March 17, 2004, 06:44:03 AM
    revived the ns.org fourms with new screenshots, hope you're reading the responses
    Title: Ns_desolate
    Post by: Uranium - 235 on March 18, 2004, 09:11:48 PM
    I've created a detail texture for almost every main texture I'm using in my map! Here there are in action. Every texture in here (aside from the lockers, bench, doors, and janitor closet) has a matching detail.

    (http://uranium235.thezazi.net/DetailVs2.jpg)
    Title: Ns_desolate
    Post by: Anarki3x6 on March 22, 2004, 08:15:58 PM
    great ready room uranium, ms is really huge tho, but it is a hangar heh, maybe it will help the rines out in the big open space  ^_^

    i was pretty amazed as to how good it looked, i assmued u235 was just an ebil lm admin and a slacker :lol:

    time for me to hide  :ph34r:
    Title: Ns_desolate
    Post by: Uranium - 235 on March 27, 2004, 09:19:24 PM
    (http://uranium235.thezazi.net/ns_desolate/3-27-04/MarineSpawn.jpg)

    Showing off my 4-way door, one of the two ways out of the marine spawn.

    (http://uranium235.thezazi.net/ns_desolate/3-27-04/MarineDoor.jpg)

    The door is open, looking down the short hallway. The door (as in the first picture seen) is made of four parts that open up, down, left, and right. A pretty neat effect.

    And yes, standing in the way of the door is hazardous to your health.


    (http://uranium235.thezazi.net/ns_desolate/3-27-04/MSDS.jpg)

    Showing off my custom Material Safety Data Sheets :) Yes, concentrated nanosludge is slightly combustible, a severe health hazard, corrosive, and radioactive.

    (http://uranium235.thezazi.net/ns_desolate/3-27-04/Stairs.jpg)

    The stairs down. Note my vent, which I tried to make look more... natural. I'm a bit tired of the 'square cut in wall' vents you see in all ns maps. The track on the ceiling is supposed to be for a hoist, so whoever occupied the station can lift crates and such down the stairs onto a dolly or something :)


    Oh and ignore the crap framerates. I didn't do a visibility leaf compile (takes far too long) when I took these, so the engine thinks I can see the entire map from every location.
    Title: Ns_desolate
    Post by: Black Mage on March 27, 2004, 09:28:57 PM
    i spy with my little eye the avatar of a janitor

    edit: nice touch with the hazmat signs

    teh map is win
    Title: Ns_desolate
    Post by: Dark on March 28, 2004, 01:02:03 AM
    yes very good avatar of our favorite janitor, i mean you gotta just give bob all the props he can get both in game, on a map, and out of game.  after all he is the only janitor we can have   ^_^

    i figured your four way door would be a hazard which is cool.  keep up the good work uranium B)
    Title: Ns_desolate
    Post by: Uranium - 235 on March 28, 2004, 01:18:29 AM
    Oh yes, an important thing to note: The vents are just large enough to fit into. This means jetpackers will have no room for vertical lift. Meaning their feet are dragging the whole way.


    Meaning most vents aren't going to be torpedo tubes for the jetpackers anymore.
     
    The downside is that lerks and fades won't be able to go through them quickly anymore either.
    Title: Ns_desolate
    Post by: Anarki3x6 on March 28, 2004, 03:01:31 PM
    i like the metallicness of the recent screenies, real pretty :D
    Title: Ns_desolate
    Post by: Uranium - 235 on March 28, 2004, 11:17:21 PM
    Quote
    i like the metallicness of the recent screenies, real pretty :D
    That, my friend, means my detail textures are pwning you :D
    Title: Ns_desolate
    Post by: Malevolent on March 29, 2004, 04:25:09 AM
    Wewt, there's liquid nitrogen! It makes any map complete.

    It's lookin' really good.
    Title: Ns_desolate
    Post by: Satiagraha on April 05, 2004, 01:13:52 PM
    heheheh, looks awesome! especially with the great detail texturing :)
    Can't wait for it's completion, looking forward to playtesting/playing it ^_^



    Oh, btw U235 (http://www.lunixmonster.org/forums/index.php?showtopic=738)