And now for something completely different!
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[]KAOS[]Casey
Skaarj Berserker
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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.
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Darkon
White Tusk
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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!
Pretty much sum it up for me at this moment...
there's more
- FraGnBraG
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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
LOL, and I thought i could make a campaign in a month
this is just the damn space ship
To quote LJP, "the place still seems so empty ..." i better stop thinking that way



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

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Frieza
Skaarj Warlord
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Subject: Re: And now for something completely different!
Post Posted: 17 May 2011, 19:20
I suffer from your disease as well 
Tend to overdetail quite a bit

Tend to overdetail quite a bit
- FraGnBraG
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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?
Any suggestions or cures?
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integration
Skaarj Berserker
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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.
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
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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
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.
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fashahhh
Skaarj Warrior
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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
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.

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.
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Jet v4.3.5
Skaarj Elder
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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.
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Darkon
White Tusk
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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!




there's more
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Buff Skeleton
>:E
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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.
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.
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Tarydax
Skaarj Warlord
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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.
Gosh I feel inadequate.

Gosh I feel inadequate.


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TheIronKnuckle
Gilded Claw
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Subject: Re: And now for something completely different!
Post Posted: 21 May 2011, 01:24
FnB is going to win 


And only idiots know everything
- FraGnBraG
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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


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

- FraGnBraG
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Subject: Re: And now for something completely different!
Post Posted: 21 May 2011, 01:47
TheIronKnuckle wrote:FnB is going to win
heh, that's not going to happen, seriously - but it's a nice thought

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