Unread posts   New posts   Your posts

All times are UTC + 1 hour [ DST ]



Post new topic Reply to topic  [ 1005 posts ]  1, , , , ...  
Author Message
PostPosted: 20 Feb 2008, 22:35     Post subject: Work in Progress - The WIP Thread
Skaarj Warlord
Skaarj Warlord
User avatar

Joined: Nov 12th, 2007
Posts: 745
Something like that was always missing

Image


Top
 Profile  
 
PostPosted: 20 Feb 2008, 22:36     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
Well, I'll stay with posting TCO news and shots in TCO thread. Vortex Rikres owns.


Top
 Profile  
 
PostPosted: 20 Feb 2008, 22:38     Post subject:
Skaarj Warlord
Skaarj Warlord
User avatar

Joined: Nov 12th, 2007
Posts: 745
Kaka wrote:
Well, I'll stay with posting TCO news and shots in TCO thread. Vortex Rikres owns.

Well, in other forums those threads are used for general stuff and so. Maybe some mappers don`t know, what they are mapping. :lol:


Top
 Profile  
 
PostPosted: 20 Feb 2008, 22:44     Post subject:
Skaarj Scout
Skaarj Scout
User avatar

Joined: Feb 14th, 2008
Posts: 15
thats for sure, kaka, such threads are usually for "unknown aim" stuff ^^

crev, i immediately had to think of this old usu map here, don't know why, maybe because of the half bow on the right?
Image


Top
 Profile  
 
PostPosted: 20 Feb 2008, 22:51     Post subject: Re: Work in Progress - The WIP Thread
Nali Priest
Nali Priest
User avatar

Joined: Nov 11th, 2007
Posts: 5947
Creavion wrote:
Something like that was always missing

Image


Very nice details here. Although there's a bit too much grass IMO.

_________________
Image
Goodbye, or DIE.
Quote:
<Gundy> ebm had 65000 fucking guts but you're a funny guy shouting testicle malfunction in the lander


Top
 Profile  
 
PostPosted: 20 Feb 2008, 22:55     Post subject: Re: Work in Progress - The WIP Thread
Skaarj Warlord
Skaarj Warlord
User avatar

Joined: Nov 12th, 2007
Posts: 745
UBerserker wrote:
Creavion wrote:
Something like that was always missing

Image


Very nice details here. Although there's a bit too much grass IMO.

Really? Hmm maybe. What do the other think about that?


Top
 Profile  
 
PostPosted: 20 Feb 2008, 22:57     Post subject:
N-Team Leader
N-Team Leader
User avatar

Joined: Nov 12th, 2007
Posts: 160
Lately I've started on the layout for a large scale landscape:

Image

Here's a few pics I'm using as refference.

Aspect 1

Aspect 2

Aspect 3

Apart from that, played around with some more design paradigms I thought which might suit skaarj format (for my clan bases basement)

Image

And this thread was a good idea Crev. :tup:

_________________
Image


Last edited by Kajgue on 20 Feb 2008, 23:10, edited 1 time in total.

Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:01     Post subject:
Skaarj Warlord
Skaarj Warlord
User avatar

Joined: Nov 12th, 2007
Posts: 745
Only "Crev" as Shortcut is correct. Please keep it in mind. :o

The Canyon looks interesting. Made in Max/Maya etc?


Last edited by Creavion on 20 Feb 2008, 23:02, edited 1 time in total.

Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:02     Post subject:
Skaarj Scout
Skaarj Scout
User avatar

Joined: Feb 14th, 2008
Posts: 15
wow, that terrain reminds me of the terrains, SCA made for usu^^
ive never been a friend of the BSP-terrain tool, i used maya for that :D

but the skaarj.ship is quite cool. the thingy on the left laks detail, but the door with the blue lights is quite athmospheric :tup:

btw: @grass: one of the last LSoNP-devpics


Last edited by moonangel on 20 Feb 2008, 23:04, edited 1 time in total.

Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:03     Post subject:
Skaarj Warlord
Skaarj Warlord
User avatar

Joined: Nov 12th, 2007
Posts: 745
Understandable. if I wouldn`t be so lazy I have already learned Maya or Max.
I need a personal mentor. :shy:


Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:05     Post subject:
N-Team Leader
N-Team Leader
User avatar

Joined: Nov 12th, 2007
Posts: 160
8x8 tesselated cubes, 20 of them (one segment by the bottom right I had to turn into a triangular shape and then placing one parallel the other side because it didn't have enough vertecies). I'll try to convert the layers into 16x16 at some point, otherwise I don't think I'll have enough.

@ moonangel:

Cool plants comming out of the 'rock?' wall, but what i like the most are the way those stones by the doorway are shaped. :tup:

They apper to be rounded extremely well? Or is it just the camera angle?

Edit:

Quote:
but the skaarj.ship is quite cool.


Hmm. It's actually underground, not on a ship :P and thank you.

Quote:
the thingy on the left laks detail


Yeah, it's the texture. Either it's to artificial or it's not raw enough.

_________________
Image


Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:09     Post subject:
Skaarj Scout
Skaarj Scout
User avatar

Joined: Feb 14th, 2008
Posts: 15
you need my tutorial, i once had written for you, crev
maybe i can find it on my old disk somewhere

kajgue, the rocks are, i think meshes, maybe with a well amount of polygons ^^ im sorry, i dont know exactly any more, the map is an old chunk from the usu-development, i only had to think of this picture, as i saw crevs map.

edit:
yes, its the texture, ist plain metal, thats not ok for an "used" part in a rusty environment ^^. maybe you should get a nice trim texture for that


Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:41     Post subject:
Skaarj Warrior
Skaarj Warrior
User avatar

Joined: Nov 11th, 2007
Posts: 95
Location: Halle
YES! A WIP-Thread, good idea crev.^^

Well my current work isn't that spectacular, fooling around with implementing real physics, mostly focussing on Constraints, Joints, Forces, Gravity, Collision Detection and Vehicles.
Work of today:

SpringJoints

Image

They apply Spring Forces in a linked list of Actors. The springed actors and joints (you may spring a spring joint itself Oo) influence each other making it possible to do double-springs, tri-springs and so on. It also supports dampening and rotational spring forces (the one described above is a translational spring force) for springed actor and the joint itself. The advanced subclass also supports triggering, dynamic set up properties (stretching the spring in realtime to determine how strong an actor is springed), delay and timing stuff, inertia and so on. Due to using a linked list you'll be able to iterate through every affected actor in a pretty fast way, knowing which element is the first, last, next, previous and so on. Spring Joints support both MyLevel set Actors and dynamicly spawned and additionally linked Actors.

No one would really care, but posting in a WIP Thread might be ok :lol:

_________________
Image
UT Community SDK


Top
 Profile  
 
PostPosted: 20 Feb 2008, 23:47     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
Creavion wrote:
Maybe some mappers don`t know, what they are mapping. :lol:


:B :lol: :tup:


Top
 Profile  
 
PostPosted: 21 Feb 2008, 00:04     Post subject:
Skaarj Scout
Skaarj Scout
User avatar

Joined: Feb 14th, 2008
Posts: 15
shadow still wasting his energy for you all, YOU UT99 FREAKS !! :lol:


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1005 posts ]  1, , , , ...  

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: Mman and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group