AshuraDX Posted August 24, 2013 Posted August 24, 2013 less blue in that texture map please , I can take you some screenshots of the tie facillity exterior if you wantEDIT : after checking the scene in TFU I'd say , make the blue spots in your exterior texture the same color as the rest and put some blue lights around te hangar forcefield to give it that slightly blue tint
ChalklYne Posted August 25, 2013 Author Posted August 25, 2013 yeh i was already thinking of dramatically dropping the saturation hey @@therfiles ... you free yet? Im needin ya Tempust85 likes this
Tempust85 Posted August 25, 2013 Posted August 25, 2013 Looking great there Chalk. ChalklYne likes this
therfiles Posted August 25, 2013 Posted August 25, 2013 hey @@therfiles ... you free yet? Im needin ya Sure! Sorry I've been out of touch, just really busy with school. PM what you need, and I'll do my best!
ChalklYne Posted August 25, 2013 Author Posted August 25, 2013 having some trouble with the floow reflecting everything in the map because the map objects are non_solid. What exactly will be the fix for that? Clipping those models? or is there some vis_portals or something im going to have to set up?
Stoiss Posted August 25, 2013 Posted August 25, 2013 looks good m8, but the hanger is alot bigger then that in the orginal game, so you should plan on getting that done ChalklYne likes this
eezstreet Posted August 25, 2013 Posted August 25, 2013 You'll have to change the vis up a little bit, ya. ChalklYne likes this
ChalklYne Posted August 26, 2013 Author Posted August 26, 2013 messin with the crash site a bit Circa and Scorpion like this
ChalklYne Posted August 28, 2013 Author Posted August 28, 2013 starting to fit this thing in there somehow
Pande Posted August 29, 2013 Posted August 29, 2013 Woah, neat updates there indeed. I also clearly need to visit mirrors again, I must have been doing something wrong because I was 100% sure that you couldn't have more than 1 individual surface as a mirror in the same PVS, and unless you managed to get the -vis perfectly separating all those areas, which I doubt based on screenshots and the sheer impossibility of it in a few places, you're doing something differently than I was that allows you to do this. o.0 I'll elaborate in a pm
minilogoguy18 Posted August 29, 2013 Posted August 29, 2013 You need to look at some blueprints for the lambda shuttle, yours is off a bit.
AshuraDX Posted August 29, 2013 Posted August 29, 2013 I'D suggest using the base JA lambda shuttle as reference , model around it and model some of the textured detailsor if you're fine with a lower quality mesh just take the base JA shuttle and edit it a little
ChalklYne Posted August 29, 2013 Author Posted August 29, 2013 i was planning on remodelling the cockpit. besides that it's just scale issues which yeah i might import base and compare.
ChalklYne Posted August 29, 2013 Author Posted August 29, 2013 More accurate Lambda work. I'll probably release it uncrashed and crashed in case anyone wants a new Lambda
ChalklYne Posted August 29, 2013 Author Posted August 29, 2013 (edited) A little cleanup and now I shall Unwrap it. Edited August 29, 2013 by ChalklYne Setlec and Stoiss like this
ChalklYne Posted September 6, 2013 Author Posted September 6, 2013 Are there any experienced mappers not currently busy enough to help me figure out how to work the -vis and stuff I don't know about for this map?
Pande Posted September 8, 2013 Posted September 8, 2013 I don't fall in to the 'not currently busy' category but I can certainly give a hand. PM me and I am usually available on #jkgalaxies and #jacoders channels, you can reach me quickly with this link http://jkgalaxies.com/irc/
ChalklYne Posted September 11, 2013 Author Posted September 11, 2013 heres some extra stuff for the tie facility. i already have the first halls, and the firs hangar, then a different route from there than the traditional one.. which leads you to a series of hangars that will function together from room to room a lot of the smaller details will be rendermapped out and painted over a flat polygon it'll look decent Actual mod Spoilerif you're interested in the effect of surprise from this mod, don't read this I now have a few small details, a bunch of uv unwrapping, a side room, and a wing assembly room until I'm going o be able to copy n paste what I need and call the facility done. Then i can hopefully finish brainstorming how this "training room" will act and wrap that up. Then I was hoping to take a break from modelling and work on the ui for it a bit and wrap up starkiller and a few cutscenes in xsi. Then Ill go into raxus prime and start wrapping up the already completed characters i.e. proxy, evotrooper, kazdan, and possibly in between model the junk titan for raxus. I was hoping to maybe get a bit of help with junk textures for raxus if anyone was interested. ill do a bunch of my own but I would like a plethora. If raxus goes as smoothly as the facility did, ill do felucia next. if im bugged out on mapping, i will finish the "dark juno" im going to need, finish my felucians, rancors, and possibly go into a junk droid from raxus. i wanted my own jawas as well. I have a real nice rodian head started and will build 2 variants of rodians. I was contemplating maris brood. then it's kamino (just a few hallways including what is already built) and a significant portion of dagobah. No more characters will really be needed, since each level is just flashbacks and stuff from my storyline. If anyone is interested in the storyline, previews of the cutscenes and stuff should I start a new spoiler thread or something?
ZanderNao Posted October 4, 2013 Posted October 4, 2013 This is mind numbingly good... Eye candy pure and simple. I wait with baited breath to play in these hallowed halls.
ChalklYne Posted October 13, 2013 Author Posted October 13, 2013 i have 3 very complex models like this that are kicking my ass atm.. but i should have something real nice to show here soonsorry for the wait guys Tempust85 and Circa like this
Tempust85 Posted October 13, 2013 Posted October 13, 2013 So wait, are you making EVERYTHING as misc_model/misc_model_static instead of brushwork?
ChalklYne Posted October 13, 2013 Author Posted October 13, 2013 @@DT85 so far yeahexcept the floor and like.. a basic wall or 2 i think
AshuraDX Posted October 13, 2013 Posted October 13, 2013 if you were doing tha tin 3ds max I guess you could try that map exporter
Tempust85 Posted October 13, 2013 Posted October 13, 2013 Its not all that great, I personally rather radiant. It's too easy to make a brush and texture it than having to unwrap a model made in a 3d package.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now