Something like that was always missing
Work in Progress - The WIP Thread
- Creavion
- Skaarj Warlord
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Subject: Work in Progress - The WIP Thread
Post Posted: 20 Feb 2008, 21:35
- Creavion
- Skaarj Warlord
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Subject:
Post Posted: 20 Feb 2008, 21:38
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.
- UB_
- Nali Priest
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Subject: Re: Work in Progress - The WIP Thread
Post Posted: 20 Feb 2008, 21:51
Very nice details here. Although there's a bit too much grass IMO.
- Creavion
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Subject: Re: Work in Progress - The WIP Thread
Post Posted: 20 Feb 2008, 21:55
- Kajgue
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Subject:
Post Posted: 20 Feb 2008, 21:57
Lately I've started on the layout for a large scale landscape:
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)
And this thread was a good idea Crev.
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)
And this thread was a good idea Crev.
Last edited by Kajgue on 20 Feb 2008, 22:10, edited 1 time in total.
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The Silver Blades clan chief
- moonangel
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Subject:
Post Posted: 20 Feb 2008, 22:02
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
but the skaarj.ship is quite cool. the thingy on the left laks detail, but the door with the blue lights is quite athmospheric
btw: @grass: one of the last LSoNP-devpics
ive never been a friend of the BSP-terrain tool, i used maya for that
but the skaarj.ship is quite cool. the thingy on the left laks detail, but the door with the blue lights is quite athmospheric
btw: @grass: one of the last LSoNP-devpics
Last edited by moonangel on 20 Feb 2008, 22:04, edited 1 time in total.
- Kajgue
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Post Posted: 20 Feb 2008, 22:05
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.
They apper to be rounded extremely well? Or is it just the camera angle?
Edit:
Hmm. It's actually underground, not on a ship and thank you.
Yeah, it's the texture. Either it's to artificial or it's not raw 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.
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 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.
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- moonangel
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Subject:
Post Posted: 20 Feb 2008, 22:09
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
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
- Shadow
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Post Posted: 20 Feb 2008, 22:41
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
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
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
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
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