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Re: Telenode (2)

Posted: Tue Jan 21, 2014 10:58 pm UTC
by Warvinc

Yes it's black! Is there any detail you have in mind? Because I'm not quite sure what you want me to add , anyone feel free to give idea! :)


Re: Telenode (2)

Posted: Tue Jan 21, 2014 11:19 pm UTC
by Viech

I see you sneaking in details there… :grin:

So, the text was a good start, but that element below it shouldn't just stay light gray. When I asked for yellow I was thinking of making it as eye catching as the tank this way but I guess any color works as long as it's not a monotone surface. I'm not sure what Stannum envisioned this part to be in the first place but I guess many things are possible given the shape. For example you could use the vertical stripe on it to have a glowing charge/power indicator on it (like a battery indicator or loading bar going upwards). The two holes could be additional indicator lights and the surrounding area could have some more explanatory text or symbols on it (or maybe a scale for the vertical stripe). In case this bites (as in gets too much) with the two little lamps (yellow/red) you could make the latter more neutral, maybe simply white, or just give them the same color to "calm" the area again.


Re: Telenode (2)

Posted: Wed Jan 22, 2014 3:19 pm UTC
by Anomalous

The only problem which I can see is the feet – you're into safety hazard territory with them…! :bomb:


Re: Telenode (2)

Posted: Wed Jan 22, 2014 10:51 pm UTC
by Warvinc

I tried something,tell me if you like it or not,the color can change(all orange or all blue instead)

Here's a version with light off,and with light on ( when it's dark)

If you want the light to flicker or something I think you'll need to do it on your engine! :)


Re: Telenode (2)

Posted: Wed Jan 22, 2014 11:16 pm UTC
by Viech

Looking very good so far! Color choice is excellent. The only thing I'm not sure about are the glowing stripes on the feets, these are supposed to be bolts as far as I see it.

Could you …

  • make sure the diffuse/normal/specular maps without the glowmap look like a valid material with the lights being turned off?¹

  • make the lamp on the bar seperated in five segments (currently I count more than twenty which makes it look like a continous lamp), like a segmented battery charge indicator?²

¹ It looks like you already made sure of that, just wanted to point out that we will actually make use of it: This will allow us to turn the lights off when the telenode is unpowered or has been destroyed and is about to blow up.
² In combination with the first point, this would allow us to make the display count down or up during the ten second cooldown period after spawning a human, before it becomes available again. For performance/space usage reasons, I assume using five segments and counting every two seconds has to be sufficient here.


Re: Telenode (2)

Posted: Wed Jan 22, 2014 11:25 pm UTC
by kharnov

Can you give us the mesh and the textures you have so far? We want to take a look at it in-game so we can give more feedback, plus we can take shots of how it looks in our renderer so you can correct any anomalies. Just email it to me and/or Viech, we'll forward it to the right people.


Re: Telenode (2)

Posted: Wed Jan 22, 2014 11:41 pm UTC
by Warvinc

Yes the bottom picture is the ''light off'' version.

here's with the 5 bar!


Re: Telenode (2)

Posted: Wed Jan 22, 2014 11:48 pm UTC
by Warvinc

What's your email?


Re: Telenode (2)

Posted: Wed Jan 22, 2014 11:50 pm UTC
by kharnov

Re: Telenode (2)

Posted: Thu Jan 23, 2014 12:15 am UTC
by kharnov

Received, forwarded it. We'll know how it looks in-game soon, thanks!