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Re: And now for something completely different!

Posted: 15 May 2011, 23:10
by []KAOS[]Casey
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.

Re: And now for something completely different!

Posted: 16 May 2011, 22:15
by Darkon
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...

Re: And now for something completely different!

Posted: 17 May 2011, 17:26
by FraGnBraG
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

Re: And now for something completely different!

Posted: 17 May 2011, 19:20
by Frieza
I suffer from your disease as well :P

Tend to overdetail quite a bit

Re: And now for something completely different!

Posted: 19 May 2011, 20:49
by FraGnBraG
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?

Re: And now for something completely different!

Posted: 20 May 2011, 10:12
by integration
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.

Re: And now for something completely different!

Posted: 20 May 2011, 19:27
by FraGnBraG
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

Re: And now for something completely different!

Posted: 20 May 2011, 20:12
by fashahhh
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.

Re: And now for something completely different!

Posted: 20 May 2011, 20:42
by Jet v4.3.5
This just goes to show how I REALLY need to work on my mapping. Shots look phenomenal.

Re: And now for something completely different!

Posted: 20 May 2011, 21:49
by Darkon
Jet v4.3.5 wrote:Shots look phenomenal.


that... and.. keep the domes! :tup: :tup: :tup: :tup:

Re: And now for something completely different!

Posted: 20 May 2011, 23:30
by Buff Skeleton
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.

Re: And now for something completely different!

Posted: 21 May 2011, 00:05
by Teridax
Those shots are incredible! From the looks of it, this is definitely going to be something completely different. :tup:

Gosh I feel inadequate. :lol:

Re: And now for something completely different!

Posted: 21 May 2011, 01:24
by TheIronKnuckle
FnB is going to win :P

Re: And now for something completely different!

Posted: 21 May 2011, 01:33
by FraGnBraG
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

Re: And now for something completely different!

Posted: 21 May 2011, 01:47
by FraGnBraG
TheIronKnuckle wrote:FnB is going to win :P


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