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Tie Facility


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Posted

less blue in that texture map please , I can take you some screenshots of the tie facillity exterior if you want

EDIT : after checking the scene in TFU

6o1xG22l.jpg

 

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

Posted
  On 8/25/2013 at 12:14 PM, ChalklYne said:

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!

Posted

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?

 

Posted

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

Posted

I'D suggest using the base JA lambda shuttle as reference , model around it and model some of the textured details

or if you're fine with a lower quality mesh just take the base JA shuttle and edit it a little

Posted

i was planning on remodelling the cockpit. besides that it's just scale issues which yeah i might import base and compare.

Posted

More accurate Lambda work. I'll probably release it uncrashed and crashed in case anyone wants a new Lambda

 

 

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Posted

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?

Posted

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

 

 

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a lot of the smaller details will be rendermapped out and painted over a flat polygon it'll look decent

 

Actual mod Spoiler

if you're interested in the effect of surprise from this mod, don't read this

 

 

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  • 4 weeks later...
  • 2 weeks later...
Posted

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.

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