Author Topic: Ns_desolate  (Read 28228 times)

March 16, 2004, 10:28:27 AM
Reply #60

BobTheJanitor

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OHMYGORGE! Detail textures! I love you like the son I never hope to have!!!!

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighter
there are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

March 16, 2004, 10:42:13 AM
Reply #61

SaltzBad

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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).
« Last Edit: March 16, 2004, 10:42:55 AM by SaltzBad »

March 16, 2004, 10:58:34 PM
Reply #62

Uranium - 235

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Some experimenting :D

« Last Edit: November 01, 2004, 03:55:13 AM by Uranium - 235 »

March 16, 2004, 11:14:06 PM
Reply #63

Dark

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<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
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

March 16, 2004, 11:31:45 PM
Reply #64

Uranium - 235

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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.

March 16, 2004, 11:40:23 PM
Reply #65

Sancho

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Looks good.  How much extra data will detailed textures add to the final zip?

March 17, 2004, 12:57:52 AM
Reply #66

Uranium - 235

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Well, I have 6 right now, constituting 432 kbs of space.


So a few megs.
« Last Edit: March 17, 2004, 12:58:16 AM by Uranium - 235 »

March 17, 2004, 06:44:03 AM
Reply #67

Lito

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revived the ns.org fourms with new screenshots, hope you're reading the responses
Go, go, go, Johnny, go, go, go
Go, Johnny, go, go, go
Go, Johnny, go, go, go
Go, Johnny, go, go, go
aah - Johnny B. GONE
sig images must not exceed 22kb -DHP


Thanks to Bijiy for help on the sig
Japanese Lesbian Kissing ftw
Waffles aer teh lews.

March 18, 2004, 09:11:48 PM
Reply #68

Uranium - 235

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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.

« Last Edit: March 18, 2004, 09:13:22 PM by Uranium - 235 »

March 22, 2004, 08:15:58 PM
Reply #69

Anarki3x6

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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:
-_^

March 27, 2004, 09:19:24 PM
Reply #70

Uranium - 235

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



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.




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



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.
« Last Edit: November 01, 2004, 03:56:04 AM by Uranium - 235 »

March 27, 2004, 09:28:57 PM
Reply #71

Black Mage

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    Welcome to the Real World.
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i spy with my little eye the avatar of a janitor

edit: nice touch with the hazmat signs

teh map is win
« Last Edit: March 27, 2004, 09:31:38 PM by Black Mage »

March 28, 2004, 01:02:03 AM
Reply #72

Dark

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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)
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

March 28, 2004, 01:18:29 AM
Reply #73

Uranium - 235

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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.
« Last Edit: March 28, 2004, 01:20:56 AM by Uranium - 235 »

March 28, 2004, 03:01:31 PM
Reply #74

Anarki3x6

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i like the metallicness of the recent screenies, real pretty :D
-_^

March 28, 2004, 11:17:21 PM
Reply #75

Uranium - 235

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i like the metallicness of the recent screenies, real pretty :D
That, my friend, means my detail textures are pwning you :D

March 29, 2004, 04:25:09 AM
Reply #76

Malevolent

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Wewt, there's liquid nitrogen! It makes any map complete.

It's lookin' really good.
It's twice as clear as heaven and twice as loud as reason.

April 05, 2004, 01:13:52 PM
Reply #77

Satiagraha

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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

We are the shadow that comes in the night and says "ARRR!"
"yarrr I'm gaybeard the butt pirate, and I've come to plunder yer booty!" -TAK