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I agree with the nameplate idea. Would be nice to know who did what as you're around from section to section.
Re: Dm_mosaic1_beta
Posted by G4MER on
Mon May 23rd 2005 at 3:32pm
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How would you do name plates? Custom Texture, or what?
Re: Dm_mosaic1_beta
Posted by habboi on
Mon May 23rd 2005 at 3:53pm
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The max amount of custom textures was 10??
It makes sense then to have a texture with our names on it and perhaps how popular the part is :wink:
I liked the combine one and Dr Glass the tunnel with the health could not be reached with the grav gun :S
Re: Dm_mosaic1_beta
Posted by habboi on
Mon May 23rd 2005 at 4:09pm
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Madedog, which one did you like???
and where is the snow one???
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I'm sure CJ's is coming soon, he hasn't finished work on it as far as I know.
Re: Dm_mosaic1_beta
Posted by DrGlass on
Mon May 23rd 2005 at 4:29pm
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yeah, you cant get the health. It just temps you untill your get killed.
In the next installment I'm going to make each section a decal so you can place it where ever you want.
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Thanks man. It's way too linear right now (hence... the corridor) but I'm trying to fix that problem.
Re: Dm_mosaic1_beta
Posted by habboi on
Mon May 23rd 2005 at 9:41pm
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So far I like the atmosphere but what is the purpose of that door that makes the player say join this site.
I noticed cheap water :razz:
and a few brushes mixing but it was great!
Re: Dm_mosaic1_beta
Posted by Crono on
Tue May 24th 2005 at 6:41am
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Try doing the spot lights in addition to normal lighting and lower the brightness of the normal lights.
The trusses look fine. The only thing that looks weird is their intersection with the wall.
Also, for the lighting. I would suggest using spot lights. But bright ones with large angles. There's the hanging lights and those huge skylights. There should be enough light.
Right now the lighting looks weird because those hanging lights look like they're illuminating upwards mostly. Some sort of beam like light (not actually though) for the skylights would be nice.
I'm just rambling though.
Blame it on Microsoft, God does.
Re: Dm_mosaic1_beta
Posted by DrGlass on
Tue May 24th 2005 at 8:35am
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set your spotllight to constant 500000 (this removes the inner angle so
you dont get a crazy bright spot at the source) Liniar 1 quadratic 1
(not sure what it all does)
large outer angle and then your good to go.
and I like the truss too.
Re: Dm_mosaic1_beta
Posted by Trapt on
Tue May 24th 2005 at 10:07am
Posted
2005-05-24 10:07am
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I'd like to have a game, but I can't host for some odd reason. We need to organise a time or something.
[edit] Just took a look at your screenshots, habboi. I must admit, it looks very nice. It will be a problem though. Your map appears to be huge. How are you going to put it in your little area? The second problem I can think of is the sky and light_env colour. Remember, we have to have only one for the whole map. Which means, in order for you to have your graveyard, all outside areas of the map will be in darkness. Have a little think tabout it.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta
Posted by Trapt on
Tue May 24th 2005 at 10:59am
Posted
2005-05-24 10:59am
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We should be able to get a playtest on the weekend. If everyone is home on the weekend, time is no longer such a factor.
We could try and organise something on Sunday perhaps? I'll be out on Saturday, but I should be back in the evening (a bit late for you Yanks though.)
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta
Posted by habboi on
Tue May 24th 2005 at 11:04am
Posted
2005-05-24 11:04am
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Thanks for the comment Trapt and I realised all of the above but my aim was to take the best bits out of it and make a better version...
Hopefully it will look nice in daytime :S
Re: Dm_mosaic1_beta
Posted by Trapt on
Tue May 24th 2005 at 11:22am
Posted
2005-05-24 11:22am
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I don't think it'll have quite the same affect if it's day time. Unfortunate, you seem to have done a good job with the atmosphere.
I seem to have done toilet on your floor
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Thanks a lot for the comments and the advice about the lights, I'm
running late but I'll be back later to talk more in depth about the
mosaic and I'll try to do some crits as well. Hopefully you can
get something helpful for you section Trapt, after you offered a lot of
good criticism.
Re: Dm_mosaic1_beta
Posted by habboi on
Tue May 24th 2005 at 4:11pm
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I like the atmosphere Reno and the arches are grand!
What lies beyond the darkness :smile:
Re: Dm_mosaic1_beta
Posted by G4MER on
Tue May 24th 2005 at 5:13pm
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A little trick I do with lights, is build a box in the shape of the light I want cast on the ground. It blocks light and keeps it in the box only.. then place a bright light in it. I did this with great effect in my lasertag map.
You could place a normal light in the room in a couple places above the lamps your using to illuminate the room, and then have the spots under your hanging lamps for the added spot light. You couls also use the prop light effects from de_traing to make the sky lights look like they are casting light though them.
Just some ideas.
Oh and leave the trusses, they look good.
<DIV class=abouttext>Message submitted 1 minutes after original post:</B></DIV>
RENO.. OH My GOD, I bow down before your greatness.. thats very nice man, very nice indeed. Reno how did you get them small prop lights to work so nice?
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Does anyone know a good visual effect for perhaps getting streaming
light through the skylight? I'm not too worried about the actual
lighting, just the appearance of light streaming through.
Re: Dm_mosaic1_beta
Posted by G4MER on
Tue May 24th 2005 at 9:11pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Thanks mate, glad you like it :smile: Not been working on it the past couple of days - I've got an idea on the layout I want to have but I'm not sure the best way to build it up interestingly.
What do you mean by getting the light props to work so nice? They are just one of the standard prop_wasteland lights with a light entity a bit of distance in front of them, and a light_glow to give them some added intensity.</DIV></DIV>
Light Glow, how do I do that? Thats the effect of the light shinning out from the light right? What we used to do in HL1 with a texture?
Hey Can I make a small section for this? this is HL2DM right?
Re: Dm_mosaic1_beta
Posted by G4MER on
Tue May 24th 2005 at 10:43pm
Posted
2005-05-24 10:43pm
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Oh ok.. I heard there was a built in thing in Lights now that would do the light glow.. like we used to do with a texture. You know it would fade from Bright Yellow to black/clear, to give the effect of the light shinning out, like it does on the cool little lights you have in your pictures Reno.
Re: Dm_mosaic1_beta
Posted by DrGlass on
Tue May 24th 2005 at 11:27pm
Posted
2005-05-24 11:27pm
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looking very nice.
AtM, there is a model in the effects folder that makes a beam of light. Just turn off collision and shadows and place it.
Re: Dm_mosaic1_beta
Posted by Trapt on
Wed May 25th 2005 at 6:31am
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Ah, I see you found the skylights anyway. Some areas seem a bit dark, particularly the first two screens.
New water looks nice, as do the skylights. The new ceiling really adds something better to your map. I also noticed the new doorway thing, which will be excellent to stop the linearness of the area.
One concern with that new gateway though. Because it offers players with a direct route to the pool area, you should put something (perhaps a weapon, or some handy secondary ammo) in the little shower area to entice players to go in that little section. Or else I think the area could often find itself empty, and useless. I think a little enticement could work wonders.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta
Posted by DrGlass on
Wed May 25th 2005 at 7:15am
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forgot to mention this on the mosaic forums but you could (if you have
room, remeber Reno's area is above you) build a hollow box behind your
skylight at the angle you want the sun to come from and texture the
back face with one of those white textures. I think white002 or
003 will give you a nice warm light.
this will cast a hard shadow on the floor in the shape of the window.
Re: Dm_mosaic1_beta
Posted by G4MER on
Wed May 25th 2005 at 3:44pm
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Dr.Glass can you explain this more? maybe add a small tutorial on it.
Morphine, I would add small light enities with a value of 10-20 and colored grey or very pale yellow to help brighten the areas some. Float them as mid of the way as you can, that way they dont give any more light to any certian area, and it would help make it appear that the light is just an effect of the spots.
Re: Dm_mosaic1_beta
Posted by Iceman1330 on
Wed May 25th 2005 at 6:24pm
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Hey, i just recently joined the project and wanted to bounce some ideas off you guys. I decided to tackle area 1, which, while appearing small in the overview of the map is actually quite chunky. I wanted to go for something ethereal with an emphasis on art. I was thinking of basing my area off of the premise of having chunks of land seemingly lifted off the group and suspended in mid air. The chunks will look realistic in that they wont be big blocks but small almost upside down cones of dirt with grass on the top. In the center of the map a larger chunk of excavated earth will be home to a large windmill. The windmill will slowly be churning in the wind. A light breeze will be heard as you look into the sky and see birds wafting on the breeze. A few clouds will periodically float lazily by in the air past the windmill and you. the entire inside of the map will be covered with a skybox texture save the bottom, which will have the texture of an aerial ground shot from thousands of feet high. The clouds will be achieved by creating several env_smokestacks which are staggered, and will release large puffs of smoke of varying sizes at large intervals in order to get the volumetric cloud "effect". The windmill will be accessible to the player via a wooden door in the front. When entering, small portholes inside the windmill will stream in light beams with dust glinting in the sunshine. The inside of the windmill will feel warm and cozy, they player will have the feeling of safety while inside. In the middle of the windmill the grinding stone will be turning away, grinding its grain into flour. The Grinding stone will be attached to a large wooden pole running up the center of the mill, to a large wooden horizontal gear up top. The Upper gear will be connected to the gear attached to the pole attached to the windmill blades. All of this can either be scripted or actual real time physics. A spiral staircase will wrap up the internal edge of the windmill to the top, where another wooden door will allow the player onto a platform that circles the top. On the platform will be a crossbow (Sniping position). Next to the large chunk that holds the windmill, a lane tree will be on a piece of turf. There can be a regular swing on this (plank and two ropes) that will sway ever so slightly in the wind. A series of floating chunks will allow access to the right and left upper entrances. Right now I'm unable to access my editing computer so I haven?t been able to take a screenshot of the blocked out level, but as soon as I get to it ill put the screens up here. Mind you the part I describes was only the uppermost level. And I still would love some added ideas. So crits of the current plan and new ideas would be great.
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Iceman, sounds like you took a fancy to the Music Video for Feel Good Inc.
I can't blame you, its a great idea :smile:
Re: Dm_mosaic1_beta
Posted by Iceman1330 on
Wed May 25th 2005 at 9:04pm
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You hit the nail on the head morphine. I was so interested in that
concept that i thought it should be made into a map. And the HL2 engine
is great for it. I want to try for something besides the dark and moody
HL2MP levels that are out there, something that is a little more
interesting to look at in a different sense.
Posted
2005-05-25 11:50pm
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Dude -- by all means go for it. When the acoustic kicks in and
that guy from Blur starts singing... windmill windmill for the land...
and the thing is flying through the clouds, its a sublime moment.
Definitely use that to get creative. If you pull it off, it'll
look great. And if you can't quite get it to work, at least it
wasn't for lack of ambition or vision :smile:
Re: Dm_mosaic1_beta
Posted by habboi on
Thu May 26th 2005 at 6:13pm
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Sounds like a neat idea!
Do it!