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Work in Progress - The WIP Thread

Posted: 20 Feb 2008, 21:35
by Creavion
Something like that was always missing

Image

Posted: 20 Feb 2008, 21:36
by Kaka
Well, I'll stay with posting TCO news and shots in TCO thread. Vortex Rikres owns.

Posted: 20 Feb 2008, 21:38
by Creavion
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:

Posted: 20 Feb 2008, 21:44
by moonangel
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

Re: Work in Progress - The WIP Thread

Posted: 20 Feb 2008, 21:51
by UB_
Creavion wrote:Something like that was always missing

Image


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

Re: Work in Progress - The WIP Thread

Posted: 20 Feb 2008, 21:55
by Creavion
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?

Posted: 20 Feb 2008, 21:57
by Kajgue
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:

Posted: 20 Feb 2008, 22:01
by Creavion
Only "Crev" as Shortcut is correct. Please keep it in mind. :o

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

Posted: 20 Feb 2008, 22:02
by moonangel
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

Posted: 20 Feb 2008, 22:03
by Creavion
Understandable. if I wouldn`t be so lazy I have already learned Maya or Max.
I need a personal mentor. :shy:

Posted: 20 Feb 2008, 22:05
by Kajgue
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:

but the skaarj.ship is quite cool.


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

the thingy on the left laks detail


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

Posted: 20 Feb 2008, 22:09
by moonangel
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

Posted: 20 Feb 2008, 22:41
by Shadow
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:

Posted: 20 Feb 2008, 22:47
by Kaka
Creavion wrote: Maybe some mappers don`t know, what they are mapping. :lol:


:B :lol: :tup:

Posted: 20 Feb 2008, 23:04
by moonangel
shadow still wasting his energy for you all, YOU UT99 FREAKS !! :lol: