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Started by gareth, February 16, 2007, 09:49:18 PM

nubcake

Ive decided to make it the human base. Ill add some boxes/barrels opposite it also so it isnt so open.

Ive added a dash of red and *some* trimming.



Plague Bringer

nubcake, change some of the map geometry to fix those ugly shadows on the ground. I suppose patches don't cast shadows, so it's only those brushes on the patches that do (and it's hideous).
U R A Q T

UniqPhoeniX

Patches cast shadows if light is compiled with the option -patchshadows.

nubcake

Quote from: Plague Bringer on January 11, 2010, 12:44:20 PM
nubcake, change some of the map geometry to fix those ugly shadows on the ground. I suppose patches don't cast shadows, so it's only those brushes on the patches that do (and it's hideous).

I thought the shadows gave it some character. If anything Ill make the patches cast shadows to make it look more natural.


Ellohir

Shadows seem a bit unnatural, but they are look AWESOME. Improve them and I'll love this base more than I love my mother.

amz181

Thanks to all that helped me btw with screens and patches. I shud be getting good screens up of the map i showed within a week.

your face

#1957
Quote from: UniqPhoeniX on January 11, 2010, 04:35:16 AM
Quote from: your face on January 10, 2010, 05:23:48 PM
Try switching to grid256 and hitting ctrl+G with your satellite selected.  This will fix everything.  Otherwise, you should really make that into a model.
lolololol You mean Grid0.125? Cuz with Grid256 it will just break or disappear.  broken like atm.

My lame mapping jokes go undetected. :(
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Minimum

Pandora Mining Complex:









Don't worry, its not all open areas, there are 'Balanced' corridors they are just gone because they look rather lame, compared to open areas.
This map may become a reality if I can work out how to make maps from .obj's. If not I'll just use it for something else.

(I'm better than you, chuck)

Demolution

http://www.ogre3d.org/wiki/index.php/Bsp_making

Step 2.1 details how you can convert an .obj file, to a .map file if that is any help.

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

Ingar

Quote from: nubcake on January 07, 2010, 01:34:53 AM
Are Taiyo and I the only people making maps?? I would love to see more dev shots :D

See attachment.

CATAHA

Ingar, impressive as always. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

MitSugna

Too clean... I expected dust and blood covered floors

CreatureofHell

Quote from: MitSugna on January 12, 2010, 05:53:15 PM
Too clean... I expected dust and blood covered floors

Most places are clean after being cleaned
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Winnie the Pooh

#1964
Things I need to work on:


  • Lighting
  • Architectural ideas and concepts
  • Perhaps more pipespam
  • Completion of map (currently 20%)
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

amz181

#1965
very promising ;) keep mapping :D

Reguarding the columns in the first pic, they dont seem to be uniformely spaced out (maybe its just the angle). Even if it is just the angle they either need to be reduced in size, or have increased gaps as they look cramped, paticularly between a the two corner columns. A better way to tackle this would be to have the corner columns in each corner and then space out the other columns equally in between, and using this way they can be cramped as you like.

As for lighting, you have a good grasp of it already, what alot of mappers dont realise is that maps dont need to be at 100% visibility in the entire map. The slightly darker areas really attribute to the mood of the map.

Texturing is decent aswell, im not a big fan of rusty textures, but thats just me being opinionated.

Doors look smexy, just a random bit of advice which would look awesome is having multilayer doors, right behind the door you have, make another one but with the panels at different angles (e.g flip the panels, so the top panel is at the bottom and the other two at the top) and then when it opens it'll look great.

keep up the good work.


Winnie the Pooh

Thanks to A-Ehm-Zee for his 2 cents.

Those pillars were spaced evenly but as you can see, it's just the angle.

Either way, I modified it a bit. Spacing them out more.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

amz181

#1967
Moving that column into the corner makes the difference :) i think it was because the distance betweem column-column was not the same a column-wall.

Looks alot better.

And its A-Ehm-Zed ill have you know.

Plague Bringer

Quote from: amz181 on January 13, 2010, 12:27:10 AM
And its A-Ehm-Zed ill have you know.
Alphabet fail! D:

[ninja edit]For the sake of making this a semi-constructive post, Winnie, I'm liking your liking. It's dark and creepy and atmospheric. Keep it up.
gg
[/ninja edit]
U R A Q T

Winnie the Pooh

QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

mooseberry

This is a pretty basic thing, but a lot of mappers seem to forget about things like this. Your fence just goes up until it meets with the ceiling, and down to the floor. Instead, have a metal beam be covering the area where it meets the surfaces, because otherwise it looks really unrealistic and bad. When you have a nice brush that follows the fence along the floor or ceiling it will be much nicer.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Winnie the Pooh

Thanks, Moose. And yup, I was thinking the same thing, so I'm just going to have a metal bar going in between the corner poles at the top and bottom like so:

|----|
|xxxx|
|----|

x = fence

Excuse my ascII fail.

Currently working on an environment shader to shine up those metal poles.
QuoteI also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

CATAHA

Quote from: mooseberry on January 13, 2010, 04:19:44 AM
This is a pretty basic thing, but a lot of mappers seem to forget about things like this. Your fence just goes up until it meets with the ceiling, and down to the floor. Instead, have a metal beam be covering the area where it meets the surfaces, because otherwise it looks really unrealistic and bad. When you have a nice brush that follows the fence along the floor or ceiling it will be much nicer.
Except one case - fence can be not connected to top and bottom beams... =)
|xxxxxxx|
|xxxxxxx|
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

CATAHA

PS Sorry, double-posted.

UPD: Sure for good style it should have some space between fence and floor/celling.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Minimum

I just tested nubcakes new map. I'll just say, it is brilliant - I reckon you are going to love this.


CATAHA

Some sketches from map I currently making:

1st level of base tunnels


Ground access hall


Proper lights, details and such will be added later. Just concept of some map areas.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

UniqPhoeniX

That is really nice! :o How long have you been mapping ???

CATAHA

#1978
Almost as long as i play Trem. Over 3 years from time to time =) You can see some my 1st screenshots on first pages of this topic as far i can remember. =] But this map take approx 8-9 hours for now if you asking about it. =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Knowitall66