Help - Search - Members - Calendar
Full Version: Ns_cedus
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum
Mentar
ok, hi all.

this is my new map, or rather what ive done of it so far,

the cedus water treatment facility. Basicly water is pumped in from sewers, dams, etc. stripped down to the basic elements (2 parts hydrogen to 1 part oxygon) and the pollution filtered out leaving clean water which is then pumped back out of the facility.

the facility became infested when several unconscious aliens were pulled in with a shipment of polluted water. Thought to be deceased they were pulled from the water tanks only to regenerate before they could be disposed of and attacked the facilities personel.





This is my 1st map and im still learning to do alot of stuff so lets please keep the critisicm constructive or the gorge gets it, asrifle.gif pudgy.gif

and im trying to get some screenshots for you but im having a bit of trouble, i cant convert them to jpg or they go rlly dark, even as bmp's theyr still a bit darker than what they are in game. so theyr all 2mb and there lies the problem. i cant get the bmp's up,

heres the .bsp file so far if you just wanna have a poke around for yourselves. cedus.rar

but heres the jpg's anyway as crappy as they look, again,a fair bit darker than they actualy are so pls keep that i mind before screaming 'to dark!!'

and sorry about the tops of them, kinda messed up when maken em
Mentar
same room, different position
Mentar
room to the right of the hive, thers a break in one of the pipes to the right which u cant see that im going to add some steam/smoke kinda thing to when i get it to work (remember, new to mapping tounge.gif )
Mentar
same room, but at the bottom of the ramp this time
Mentar
corridor to the left of the hive, the light under the broken support is flickering but its a ss so you cant tell, and ignore the block at the end, thats just so there aint a huge map leak tounge.gif, work in progress...
Mentar
same room different spot
Barathrum
Mentar
Nice map to be your first.

What came up my mind was that you should replace the infested metal-texture (which you use as wall texture) with something else. And in my opinion, maps look better if they keep to a certain theme in for example lightning. But if this is your first map, then it's better to just learn the engine before thinking about the looks of the map.

Some screens look too dark.

Make the solids with the "{"-textures 'rendermode: solid' and 'render amount: 255' in order to get the blue fields disappear.

Keep up your good work, since it's definately on the right track if this is your first map!
Mentar
id think it would be a bit dull if you used the same lighting colors throughout the map?

i havnt varied that much.. theres only red light, orange light and a very small amount of green light in the hive.
Thaldarin
Alot of new mappers coming to the community, and of which all are original and good. Although you seem to be one of the 'better' because I think you have grasped how to design for NS. Skills are lacking yes, but with time that will get better, grasping the concept is whats important and you have done it.

Add things such as pipes and variation, carve in to walls to make patters, add spotlights, add trims and even use various textures to make an area look busy. Another neat little trick is using wires and other translucent ("{") textures to boost the asestetics.

Keep going smile-fix.gif
Kester
Some shots look promising, one thing i would say though, is to read up on texture lights.
Thaldarin
QUOTE (Kester @ Oct 1 2004, 02:59 PM)
Some shots look promising, one thing i would say though, is to read up on texture lights.

I'd say he is using them fine, its his RAD parameters that need changing to give the map more atmosphere. I think there is no Sparse or Extra.

Whats your RAD flags Mentar? (Example, Bounce 2, Fade 4, Chop 64, Sparse & Extra).
Kester
I don't actually think he's using them, is what I ment. Look at the white lights in the hive shots and again in the last shots, the light comes from the middle, not the entire light.
Mentar
what are they by default? lol, whatever that is is what they are there.

i prety much just know the basics of lighting.

and hed be right, those white lights are just light entities. the green ones in the hive are just 2 side by side so it looks more like its coming from a rectangle ficture
Kester
Do you use Batch Compiler to compile, or just vhe??
Mentar
yeah i use batch compiler.

you know that long guide to setting up mapping thats floating around here somewhere? if uve read it everything thats in that is what ive got.
Thaldarin
I've attatched a screenshot of my RAD parameters as an example.

To advance your lighting understanding I will explain what I've got and why

EXTRA
I have this on because it turns on "9 point sampling". Improving the visual quality, sharpness and tone of light to look alot better.

SPARSE
Allowing a low visibility matrix to be enabled. Takes longer to compile, but you will find you can include more light data in to your map. (I think that simple defination is correct).

SMOOTH
I have set this so that any vertexes that are under 80 degrees in a brush are "smoothed over". For example, it allows a pipe to look more circular.

DIRECT SCALE
I have this set to 1. Direct Scale is default at 2. It is just the amount of layers of light that RAD introduces. As BC says, 1 makes the more realistically lit environment.

FADE
This effects all lighting but is most noticable in texture lights. The higher the value, the shorter the distance the length of light will travel, thus making a shade of light look deeper or darker. The lower the value, the more lighter the value will be and the larger the distance the light will travel.

SCALE
This effects the map as a whole, and is added after DIRECT SCALE. Lower the value, darker the map will appear. Generally I have this the same as DIRECT SCALE because I believe it allows me to create much more atmosphere and accurately.

GAMMA
RAD has its own gamma setting aswell as the NS Entity. I believe 0.1 is brighter than 1.0. Or atleast it seems so whenever I compile. Generally I set this after I've done NS Gamma,DScale and Scale and lighting to try and get a better contrast in my lighting.

SKY
This is how much of the sky's light should be put on any given area. So it affects the strength of the light which will appear on a face, presuming you allow sky in your map. (Not 100% on this definition)

LIGHTS FILE
Link to a .rad or .txt containing the values for texture lights.
Kester
IIRC sparce doesn't need to be checked unless, you've excedded your max_patches, it doesn't matter if it is, all it means is that it will take slightly longer when it doesn't need to
Thaldarin
QUOTE (Kester @ Oct 1 2004, 03:33 PM)
IIRC sparce doesn't need to be checked unless, you've excedded your max_patches, it doesn't matter if it is, all it means is that it will take slightly longer when it doesn't need to

Hm yeah I guess so, although it helps in the long run especially if you do some complex lighting, also gives you more of an overall view of how much light data you have left. Doesn't matter too much when you have a nice PC to compile on.
Mentar
tried it with those rad settings, not as dark now, but im experimenting with it a tad, trying to keep the map a bit shadowy.

also gotta figure out how to lower the wpolys in the doorway between the pipe room and the hive room, if you look through it you can get a good 800-1050 wpoly, everywhere else is good though, around 200-500
Thaldarin
QUOTE (Mentar @ Oct 1 2004, 03:41 PM)
tried it with those rad settings, not as dark now, but im experimenting with it a tad, trying to keep the map a bit shadowy.

also gotta figure out how to lower the wpolys in the doorway between the pipe room and the hive room, if you look through it you can get a good 800-1050 wpoly, everywhere else is good though, around 200-500

Hm, HINT brushes can help but you have to experiment. Just try *merging some polygons together and vis blocking with a crate or something.

www.snarkpit.com can help for techniques such as VIS Blocking and HINT brush usage. As well as having a load of tutorials.

EDIT: * = word change

Also don't forget that grouping things such as entities and entity tied brushes will draw them all at the same time so the engine may waste valuable polys doing that.
Kester
QUOTE (Thursday- @ Oct 1 2004, 03:24 PM)
SKY
This is how much of the sky's light should be put on any given area. So it affects the strength of the light which will appear on a face, presuming you allow sky in your map. (Not 100% on this definition)

Nearly right, what it actaully does is affect how much of your light_environment is used to light faces which have line of sight to sky, but wouldn't actaully be light by the light_environment.

Easiest way to explain is to look around your room, its lit from the light outside, even though you may not be able to see the sun (which in your map would be ur light_environment)
GiGaBiTe
ok i like darker maps but thats just rediculous on those first screenies. on the other hand the architecture is good, but it looks like you are using light entities to make some of those textures emit light, and that really dont look very good. a little tweaking here and there and it will look better smile-fix.gif

[Edit]
if you need a lights.rad, i have one that i can put up when i get home
[/Edit]
Mentar
lol, its much lighter now with the rad settings, and the lights.rad would be great biggrin-fix.gif
Mentar
sigh, my stupidity strikes again,

cant get the ready room to work. go to join a team and it just leaves you in the ready room and totaly munts your walking physics. but if you press tab it says your on that team.

looked at a couple of tutorials to see what im missing and they all say the same thing,

info_gameplay
info_team_start
info_player start
team_hive
team_command
info_mapinfo

and 2 info_join_team

got all that and have em set up, but its stil not working.

i know this is an incredibly simple thing and im probably missing something stupid and small but... anyone? help? lol, whats missing from there confused-fix.gif
BobTheJanitor
Do you have info_team_start entities set to team one and team two, and within range of a hive and CC location, respectively?
Mentar
yep
MrRadicalEd
Oh that happened to me with Flint. Make sure your map has a ns_ or co_ prefix heh

start a game, enable cheats, join a team
Mentar
i knew it would be something stupid i did,

id kept my map named cedus not ns_cedus so it would be at the top of the list and i wouldnt have to keep scrolling down whenver i wanted to test it (starting with c and all..)

thankyou biggrin-fix.gif
Mentar
redid them all with texture lights and added 2 more rooms,


the hive now:
Mentar
the hallway now,

again, looks alot darker than it rlly is in game, so dont go screamen, to dark! to dark! the hive one to.

Mentar
the new room at the end of the hall that connects to where i was standing in the pic above.

Mentar
and a new short corridor thats behind the door in the orangy room with the pipes.


anyway, i hate srceenshots, they just never look the same, you can see it for yourself:

ns_cedus.rar
Crispy
Texture allignment needs a bit of work, noticeably in 'thehallway' which also provokes my next question. Is there any way to make the infestation supports a bit less like infestation-brick-built brushwork, and a bit more like organic infestation? At the moment they kinda stick out a bit.
Mentar
do you mean texture wise or theyr shape?
Crispy
The shape or the texture. By which I mean:

Either change the texture so it fades back into tech/metal texture at the edges.

Or change the brushwork so that it looks a bit more organic and moulds its way back into the original architecture.
Mentar
litle better?
Crispy
Yep, better but now it's lost a bit too much infestation! Leave it for now though it looks fine for the moment.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.