Author Topic: Random Dev. Shots  (Read 1431745 times)

amz181

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Re: Random Dev. Shots
« Reply #1320 on: February 21, 2009, 06:50:00 pm »
Can the destruction of that wall be restricted to a certain kind of weapon? Say, a lucifer cannon or a changun only?

This really makes things interesting.

sorry for being a nub, but to make something destructable would it be a shader?

because that could be a really nice map mechanic, like the lucifer cannon could open up a new hallways at s3. etc. etc.

your face

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Re: Random Dev. Shots
« Reply #1321 on: February 21, 2009, 07:43:47 pm »
no it's an entity.
spam spam spam, waste waste waste!

CATAHA

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Re: Random Dev. Shots
« Reply #1322 on: February 21, 2009, 08:05:12 pm »
Entity + particles? =]
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=[ Boxmaps suck if they have no concept ]=

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Plague Bringer

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Re: Random Dev. Shots
« Reply #1323 on: February 21, 2009, 08:53:41 pm »
Entity is publicly available?

I think this might bring us back to the third team "Gaia" discussions.
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n.o.s.brain

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Re: Random Dev. Shots
« Reply #1324 on: February 22, 2009, 01:35:26 am »
not available yet, currently being tested.

amz181

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Re: Random Dev. Shots
« Reply #1325 on: February 22, 2009, 04:06:05 am »
no it's an entity.

so would it be a pre set model?

cactusfrog

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Re: Random Dev. Shots
« Reply #1326 on: February 22, 2009, 10:32:30 am »



CreatureofHell

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Re: Random Dev. Shots
« Reply #1327 on: February 22, 2009, 10:50:29 am »
that looks sweet  8)
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amz181

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Re: Random Dev. Shots
« Reply #1328 on: February 22, 2009, 01:50:11 pm »
the walls look a little bare, so spice it up abit, add some stuff to it.

compile and show it with lighting, things always look so crap in radiant.

apart from that, very nice!

your face

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Re: Random Dev. Shots
« Reply #1329 on: February 22, 2009, 04:52:23 pm »
no it's an entity.

so would it be a pre set model?

no, lots of connecting entities.
spam spam spam, waste waste waste!

Zero Ame

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Re: Random Dev. Shots
« Reply #1330 on: February 22, 2009, 06:33:31 pm »
started work on the terrain :D





amz181

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Re: Random Dev. Shots
« Reply #1331 on: February 22, 2009, 09:07:04 pm »
looking good :D

wall needs to be spiced up.

Demolution

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Re: Random Dev. Shots
« Reply #1332 on: February 23, 2009, 01:09:31 am »
More piles of dirt! W00t!  ;)

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Oblivion

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Re: Random Dev. Shots
« Reply #1333 on: February 23, 2009, 10:16:53 am »
I've been following the advice some of you very slowly.  Not much done, but maybe a little better.
At the moment, I'm not to familiar with terrain, nice pipes (That are on most maps), etc..
I guess you can call the map a 'Box Map.'
Thanks for all the help, if there is any other tips I need please, please tell me.  I need all of help I can get.

Thank you.






« Last Edit: February 23, 2009, 10:19:11 am by Oblivion »
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Plague Bringer

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Re: Random Dev. Shots
« Reply #1334 on: February 23, 2009, 11:26:00 am »
Very basic, Oblivion, but not bad per-se. Any square room can look excellent with some detailing, which you will add as you learn. Keep it up. :]

I do have some gripes about it, though.
For one, the alien base looks a bit too bright. I mean, for environment and ambiance, I think that it should be darker.
Two: What's that random pool of sludge? Add some coolant tanks and a simple reactor or something? Put some alien looking plants in it?
And last, but not least (I'm not going to gripe about the stairs, as I have created some pretty gruesome stairs, myself): Can aliens build behind those bars in the screenshot with the stairway? If so, fill that area with a nobuild brush (or caulk it, if you can't get nobuild to work).
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Zero Ame

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Re: Random Dev. Shots
« Reply #1335 on: February 23, 2009, 12:42:46 pm »
thats because his brightness and/or gamma are jacked up. look at the walls in the alien room where they dont blend like how the texture should.

A simple suggestion: Dont use 1 texture for an entire room, or even just 2. Try and use at least 3 or 4 textures per room. You don't want the walls and ceiling(and floor) to blend together, there needs to be variations.

amz181

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Re: Random Dev. Shots
« Reply #1336 on: February 23, 2009, 04:18:19 pm »
ALOT better. I think you can clearly see the  difference the lighting makes. And it all looks alot more polished :D excellent improvement.

Like Zero Ame said, your next step should be to vary the textures a bit. Most of your rooms are fine, but the human and alien base are a little to bland.\

Dont worry about it being a box map, we all started there.

Like i said in the last post have some cylinders or columns. And spice up the walls with buttresses and stuff.

Brilliant improvement.

Btw, are you just using normal white light? Because different lights could really spice your map up. And places are ready made like your alien base. its easy. Just highlight a light, press K, and then it will come up with a drag colour palette, so its easy.

Good luck, i hope to see some more improvements :D

amz181

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Re: Random Dev. Shots
« Reply #1337 on: February 23, 2009, 06:43:03 pm »
Oh yeah, and people, im getting a new comp so i'll be able to finish my map off!!!!

Oblivion

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Re: Random Dev. Shots
« Reply #1338 on: February 23, 2009, 07:10:03 pm »
Thank you amz181,  I'm glad to see it's a lot better.  As for the walls, I'm not quite sure how to blend, but I'll look through some tutorials to help me improve.  Also I've got a quick question about textures.  When I released the map I noticed that the .pk3 has missing textures, I updated with textures included inside .pk3 and still missing textures.  Is there any advice I can have to fix the problem?

Thanks again for the comments.

P.S. The random pool is very useful.  Ask the testers.  I call it the heal pool, I added a heal trigger to heal any alien/human who gets in it.
I might update that as well.

Thanks,
~ Oblivion
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Bissig

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Re: Random Dev. Shots
« Reply #1339 on: February 23, 2009, 09:28:39 pm »
Alien base:

Think about places where to hide trappers and eggs. Don't use plain walls. Givem bumps and alcovens. Make the ceiling irregular. The thing missing most is "architecture".

CATAHA

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Re: Random Dev. Shots
« Reply #1340 on: February 23, 2009, 10:53:06 pm »
When I released the map I noticed that the .pk3 has missing textures, I updated with textures included inside .pk3 and still missing textures. 
Be sure that all JPEGs have no 'progressive' flag. Only plain JPEGs and TGA alowed. Also use only textures from your PK3. Its always best choice. And check all your shaders - may be you have errors there.

Opinion: You need two or more passages to default bases. Its urgently need for good gameplay. Avoid long halls. When you make base places in your map think as human/alien builder. If you cant imagine two or more normal bases there - its bad. Remake it.
« Last Edit: February 24, 2009, 10:55:23 am by CATAHA »
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Demolution

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Re: Random Dev. Shots
« Reply #1341 on: February 23, 2009, 11:34:23 pm »
Lol @ [AC] clan image.  :)

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Winter

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Re: Random Dev. Shots
« Reply #1342 on: February 24, 2009, 02:16:54 am »
What? An [AC] image? What madness is this? :D

:)

Clicking on my sig will bring you to the [AC] forums.

Oblivion

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Re: Random Dev. Shots
« Reply #1343 on: March 05, 2009, 07:09:02 pm »
New updates.






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amz181

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Re: Random Dev. Shots
« Reply #1344 on: March 05, 2009, 10:09:17 pm »
SO SO SO SO MUCH BETTER!

a massive improvement! great stuff, its really great that your learning so quickly.

alien base has improved sevenfold. the vents are great. And everything overall is looking alot more appealing to the eye.

Next steps.

PIPES!
sex up the walls with butresses and stuff
slanting things, to remove the boxy feel, and slanting things in the alien base would be good for building.
more stuff in rooms to even up the gameplay, and make rooms less empty and more smexy. So the wall butresses, pipes and boxes.

once again a great improvement from the last batch of screens. Keep up the good work !

Oblivion

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Re: Random Dev. Shots
« Reply #1345 on: March 06, 2009, 04:14:01 am »
Truthfully, I am not familiar with knowing how to do what you asked. 
If you can post me a tutorial or better yet explain it yourself if you have the time.  :D
Thanks again for the comment.
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Knowitall66

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Re: Random Dev. Shots
« Reply #1346 on: March 06, 2009, 10:11:45 am »
@oblivion: Example of things less blocky; (Note: imgs not by me)


And try add some random detail; (Imgs made by me (Please excuse the crudity only spent a couple of minutes on it)) Click for larger size
also not ingame just radiant
Examples of detail in image; trims, piping, damage/imperfection (Roof tiles removed), corners angled, archways/supports

Oh and since i'm posting here, quick shot (Yes development on Roomy is continuing (Slowly :( ));
« Last Edit: March 06, 2009, 10:14:53 am by Knowitall66 »

amz181

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Re: Random Dev. Shots
« Reply #1347 on: March 06, 2009, 11:35:49 am »
knowitall has got it all right, so a mega thanks to him.

ill just try and tutorialise it abit

By sexing up the walls and adding butresses i mean this



Notice how the hallway isnt just bare and boring like it would usually be. It looks great, and very good looking. It may only seem like a small step, but i truly makes maps looks so much better.

Also notice that the pic on the left, uses simpler techniques and is just blocks. Yet it looks brilliant.

To do this, first decide where it going to go (on a wall or in a hallway) then just get your basic block, which is the right height and thickness, then fiddle with it, and to make it into a couple of different pieces, doing this by resizing then cloning.

Then just make it into a butress looking thing

|-|
|-|
|-/
||
||
||
||

^^ that one uses three different pieces, the bold one, the one ontop of the bold one, and the one below. BTW that butress is from the view of the above screens, so there would be one on either side

the highest bit is just a thick block. The lowest bit is just a thin bit. Then the bold bit is the bit that slant to make the two meet up. Incase you dont know, you slant something by using the clipper tool.

It doesnt have to be like that, its just and example, but it should give you the idea. Obviously they would be spaced out evenly, and be on either side of the room or hallway.



the left is kind of what your current map is. the right is a much improved version, that removes the "box map" feel

1.) notice the slants on the wall. They take 2 seconds to do, but remove the boxy feel, make things look more interesting and are good for bases. A theyre easy to add to existing walls.

2.) THE PIPE! Right, first off, his pipe curves, you do not need that. I have been mapping for quite a while, and curving pipes baffles me. You can just make a straight pipe. Also the dark grey supports on the pipe are not needed at this stage, so dont worry about them.

to make a pipe.

1.) make a square brush, then go to Curves>cylinder then it will turn int a cyclinder.

2.) Get it the right way round, then just resize it to fit the gap.

3.) In knowitalls map, his curves around that sticky out bit, you can just have it going into the sticky out bit, and then coming out the other side, It'll look good and is alot easier than the hassle of curving it around

4.) when you texture the pipe, if it looks stretched, shift click the cylinder to higlight it. Then hit S, a window called the surface inspector will come up (the pne we used to resize the textures previously) then just click on "natural" and the texture should no longer look stretched

Also in the screen you'll notice the sticky out bit running along the top. It is simple, but make the room so much more smexy (alot like the butresses.) and they are another one of the super easy things to do. Just make the block, and your done! They dont have to be as big as knowitalls, you can have them thinner, but it will look smexy nevertheless. Also instead of it being a block you can make is a cylinder isntead

Hes got mini butresses aswell in the doorway, it makes it look smexy!

the bits of floor missing i dont paticularly like, but i think thats just me :S its pretty easy to do if ya want to but... i preder boxes and stuff.

thats pretty much it. If you dont understand my instructions feel free to ask.

thanks again to knowitall for providing such great screenies




 
« Last Edit: March 06, 2009, 11:38:27 am by amz181 »

Oblivion

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Re: Random Dev. Shots
« Reply #1348 on: March 08, 2009, 11:30:16 am »
Thanks for all of that, but I'm still not quite sure how the clipper works.  I've tried x,y, and z.  It confuses me. 
I'll just play with it I guess till I come across something.
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CATAHA

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Re: Random Dev. Shots
« Reply #1349 on: March 08, 2009, 12:51:22 pm »
Try use two-point clipping at start ) I can do almost all i need using only two-point clipping )
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