Did you know? All of these messages will likely be replaced before release.

And now for something completely different!

The archive for the 10th Anniversary Speedmapping Contest entries and discussion.

Moderators: Semfry, ividyon

User avatar []KAOS[]Casey
Skaarj Berserker Skaarj Berserker
Posts: 426
Joined: 25 Sep 2008, 07:25

Subject: Re: And now for something completely different!

Post Posted: 15 May 2011, 23:10

I am so glad that this entire contest is cross compatible. So many new maps for everyone, and then super awesome stuff like THIS. Good job, seriously.

User avatar Darkon
White Tusk White Tusk
Posts: 2239
Joined: 12 Nov 2007, 15:11
Location: P46153

Subject: Re: And now for something completely different!

Post Posted: 16 May 2011, 22:15

Waffnuffly wrote:Holy shit. Now THAT is how you use stock textures!


and

BuddhaMaster wrote:I almost wet my pants for awesomeness! :D



Pretty much sum it up for me at this moment...
Never trust a Dutchman in a tulip fight.

FraGnBraG
Skaarj Warrior Skaarj Warrior
Posts: 61
Joined: 18 Apr 2011, 04:18
Location: The great white north
Contact:

Subject: Re: And now for something completely different!

Post Posted: 17 May 2011, 17:26

hmm... 2700 brushes and climbing (est about 50% of final structural geometry is done) Also been prefabbing, I have about 100 prefab "types" by now, including some movers... amazingly, the non-builder room full build manages a 1.8 p/n ratio. So, projecting the map finished at it's current "finishing" LOD this thing could end up approx. 4500 - 5000 brushes. I should be able to maintain a 1.8 - 2.0 ratio, and I'll use about 60 zones. Could hit 40000+ world nodes, since some prefabs are quite complex. I might have to change detailing plans if I'm going to finish on time :shake: LOL, and I thought i could make a campaign in a month :rolleyes: this is just the damn space ship :/

To quote LJP, "the place still seems so empty ..." i better stop thinking that way :D

User avatar Frieza
Skaarj Warlord Skaarj Warlord
Posts: 920
Joined: 16 Nov 2007, 15:05

Subject: Re: And now for something completely different!

Post Posted: 17 May 2011, 19:20

I suffer from your disease as well :P

Tend to overdetail quite a bit

FraGnBraG
Skaarj Warrior Skaarj Warrior
Posts: 61
Joined: 18 Apr 2011, 04:18
Location: The great white north
Contact:

Subject: Re: And now for something completely different!

Post Posted: 19 May 2011, 20:49

I have elevator movers in the map. at key0, before moving for the first time the mover is quiet. once it moves to key1 (and forever after that) the looping sound is playing. it won't stop when the mover is resting a keyframe and waiting for it's next move event.

Any suggestions or cures?

User avatar integration
Skaarj Berserker Skaarj Berserker
Posts: 445
Joined: 01 Sep 2010, 12:37

Subject: Re: And now for something completely different!

Post Posted: 20 May 2011, 10:12

You are right: MoveAmbientSound doesn't stop playing. You can still use OneShotSounds (e.g. DoorsMod.md2start or DoorsMod.flift1Sa) for OpeningSound and ClosingSound. The sound should take as long as the elevator mover needs for one floor.

On the way away from key 0, OpeningSound (leaves a key) and ClosedSound (reaches a key) are used. On the way back to key 0 ClosingSound and OpenedSound are used.

FraGnBraG
Skaarj Warrior Skaarj Warrior
Posts: 61
Joined: 18 Apr 2011, 04:18
Location: The great white north
Contact:

Subject: Re: And now for something completely different!

Post Posted: 20 May 2011, 19:27

some more screens.... Cargo lift area (WIP - the "level" signs aren't set properly, missing actual cargo stuff, like crates, etc.) Pretty much done though... I might toss the domes, they are too high poly - from the absolute bottom looking upwards there's 1000+ polys.

This Cargo bay is another transit area, but could be fighting in there... or a puzzle :)













now i'm continuing work on finishing the Galley and Bridge areas...

Cheers
Last edited by FraGnBraG on 20 May 2011, 21:39, edited 1 time in total.

User avatar fashahhh
Skaarj Assassin Skaarj Assassin
Posts: 107
Joined: 09 Dec 2007, 14:47

Subject: Re: And now for something completely different!

Post Posted: 20 May 2011, 20:12

Wow this looks awesome! you've really nailed combining all the techy texture sets :tup:

FraGnBraG wrote:I might toss the domes, they are too high poly - from the absolute bottom looking upwards there's 1000+ polys.


Keep the poly's I say, the domes look great! When I was working on Amnesiac think I was well over 2000 in some cases.

User avatar Jet v4.3.5
Skaarj Elder Skaarj Elder
Posts: 1247
Joined: 24 Dec 2007, 17:40
Contact:

Subject: Re: And now for something completely different!

Post Posted: 20 May 2011, 20:42

This just goes to show how I REALLY need to work on my mapping. Shots look phenomenal.
Image
ModDb Portfolio
"Bear," she cried. "I love you. Pull my head off."

User avatar Darkon
White Tusk White Tusk
Posts: 2239
Joined: 12 Nov 2007, 15:11
Location: P46153

Subject: Re: And now for something completely different!

Post Posted: 20 May 2011, 21:49

Jet v4.3.5 wrote:Shots look phenomenal.


that... and.. keep the domes! :tup: :tup: :tup: :tup:
Never trust a Dutchman in a tulip fight.

User avatar Buff Skeleton
>:E >:E
Posts: 4173
Joined: 15 Dec 2007, 00:46

Subject: Re: And now for something completely different!

Post Posted: 20 May 2011, 23:30

My god that is some incredible use of DecayedS - easily the best I've seen. And for a human ship, too! It's even convincing! Really amazing.

I'd scale up the glass texture on the window panels, though. As it is now, it tiles a bit too obviously. Maybe align them all to floor, then scale up 4x relatively, and use a different GenIn glass texture with longer light beams to make it look more like light is affecting the glass as a singular entity rather than reflecting off each individual piece of glass in only certain spots.
Image

User avatar Tarydax
Skaarj Elder Skaarj Elder
Posts: 1052
Joined: 11 Apr 2009, 04:10

Subject: Re: And now for something completely different!

Post Posted: 21 May 2011, 00:05

Those shots are incredible! From the looks of it, this is definitely going to be something completely different. :tup:

Gosh I feel inadequate. :lol:
Image

User avatar TheIronKnuckle
Gilded Claw Gilded Claw
Posts: 1967
Joined: 12 Nov 2007, 07:21
Location: Riding my bicycle from the highest hill in Sydney to these forums

Subject: Re: And now for something completely different!

Post Posted: 21 May 2011, 01:24

FnB is going to win :P
ImageIgnorance is knowing anything
And only idiots know everything

FraGnBraG
Skaarj Warrior Skaarj Warrior
Posts: 61
Joined: 18 Apr 2011, 04:18
Location: The great white north
Contact:

Subject: Re: And now for something completely different!

Post Posted: 21 May 2011, 01:33

Waffnuffly wrote:... human ship... convincing.....


thanks for the positive remarks guys :) i'm finding it a rather arduous process though, that's probably just me - if we could use custom textures i'd be a lot farther along, but hey - that's the callenge :)

Waffnuffly wrote:... I'd scale up the glass texture on the window panels ... to make it look more like light is affecting the glass as a singular entity rather than reflecting off each individual piece of glass in only certain spots.


will do, good points :D

FraGnBraG
Skaarj Warrior Skaarj Warrior
Posts: 61
Joined: 18 Apr 2011, 04:18
Location: The great white north
Contact:

Subject: Re: And now for something completely different!

Post Posted: 21 May 2011, 01:47

TheIronKnuckle wrote:FnB is going to win :P


heh, that's not going to happen, seriously - but it's a nice thought :)

Previous Next

Who is online

Users browsing this forum: No registered users and 15 guests

Copyright © 2001-2024 UnrealSP.org

Powered by phpBB® Forum Software © phpBB Limited