ChalklYne Posted October 24, 2013 Author Posted October 24, 2013 Taking a break from arranging tiles in the Tie Facility, but still focusing only on that map right now and getting it finished.. heres the rough draft of one of the 3 AT bosses you will face
AshuraDX Posted October 24, 2013 Posted October 24, 2013 proportions are f*cked check this out :and you should check this out aswell , these will help you with the general shape , proportions and detail of a generic AT-STI Used these ref pics back when I made my AT-Walker models and jsut altered the pilotbooth and weapons for the KT and CT variants here are further pics of my old AT-CT for youandit's a shame that I lost these models , they could have used some optimization and a retexture but they'd have been a solid base for you Barricade24 likes this
Barricade24 Posted October 24, 2013 Posted October 24, 2013 proportions are f*cked check this out :and you should check this out aswell , these will help you with the general shape , proportions and detail of a generic AT-STI Used these ref pics back when I made my AT-Walker models and jsut altered the pilotbooth and weapons for the KT and CT variants here are further pics of my old AT-CT for you andit's a shame that I lost these models , they could have used some optimization and a retexture but they'd have been a solid base for you Noooo!!! They were so beautiful!!! I would have loved to have seen these released
ChalklYne Posted October 24, 2013 Author Posted October 24, 2013 yeah really sucks you lost those dude i just took some good ref pics and will also definitely use yours there to recreate it a little more accurately. i was using the refs online and there is only 2 online pics of one XD thank man.
AshuraDX Posted October 25, 2013 Posted October 25, 2013 Use the AT-ST lreferences I posted andm odle the legs after them , then modle a basic ST head (just a box)and model your CT head using that box for scale reference I can remember drawing side and front sketches for the CT "head" myself , I'll see if I can find them but I highly doubt it
Pande Posted October 25, 2013 Posted October 25, 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.Your 3d package must have derpy tools for unwrapping then (<3 blender) Anyway, the reason I think working in modeling is better is because the editing and optomizing of single planes is far easier than editing volumes like brushes, which can break and have to be rebuilt if certain edits are desired. You have to know a bit more about the end-shape and optomization of it before you start building whereas in modeling it's a lot more free-form. ChalklYne likes this
GPChannel Posted January 4, 2014 Posted January 4, 2014 This map is exellent!When you'll done RELEASE this please! XD
ChalklYne Posted January 4, 2014 Author Posted January 4, 2014 All of it will be released together. I was rebuilding this particular map last night in fact. I say rebuilding because I built all of the map as models, then imported them into GTK. Once I was satisfied with the results, I started over making sure everything was right where I wanted it, and started laying the d_models for all of the "bendable" walls and such. Also, once I get it all properly laid out again, It is all non_solid so I have to go thru and create clip brushes and the portals for better fps. I haven't seen a drop in fps with it so far with everything being solid and without the area portals, but, I also haven't added in the npc's and stuff so I am taking whatever steps I can to ensure fps is high as possible. It is a daunting task for someone with moderate mapping skills. I shoulda recruited a mapper to go thru and do all of this for me because I had to stop production of a lot just to go back and relearn mapping XD. So far, the updates I haven't yet posted are I am about 90% done with the interrogation chamber map, about 75% done with the tie facility, and have started a training room. I also have started the female bodies I will need, have a rough draft of the felucian bodies, started a new set of rancors, as well as started working on the rodians. I would say the major thing holding me back is the mapping aspect. And the fact that organic things like heads and proportions in my work always needs adjusting. Also, consider that even when I am done with getting the map all laid out, I have to recruit a scripter. If I have to relearn that as well we can expect another few months to be added onto the wait time for everything. So to answer your question, there is no set date. I may release a demo of the mod with just a portion of the facility one day who knows.
Circa Posted January 4, 2014 Posted January 4, 2014 Not gonna lie, I skipped that wall of text and appreciated those last lone 2 sentences. ChalklYne likes this
GPChannel Posted January 5, 2014 Posted January 5, 2014 when you done with some map, pls create videos !!!!
ChalklYne Posted January 9, 2014 Author Posted January 9, 2014 So I am running into a speedbump here... I have the windows looking like this blue line, and here is how the space vacuume will work, but, I can't really make a breakable glass brush shaped like this, so I will have to use a seperate model as the glass set as breakable with no explosion. The triggers will trigger the jump pad and such, but, I am having a problem figuring it all out maybe you guys have an easier idea? z3filus likes this
Apprentice Posted January 9, 2014 Posted January 9, 2014 Why a water brush ?? You can use a trigger_multiple with a target_gravity entity (or something, it's been a while since I last used them) . . . ChalklYne likes this
ChalklYne Posted February 5, 2014 Author Posted February 5, 2014 I'm not working on any of my TFU stuff until I finish wiht a couple requests. Even then, I'm not releasing this map seperate. Guys? Just me dude
ZanderNao Posted March 6, 2014 Posted March 6, 2014 Oh god, that space vacuum idea is complex... I hope you can get it worked out, that's way more dynamic than I'm used to. It'd be a great play feature. z3filus likes this
Merek Posted March 12, 2014 Posted March 12, 2014 sounds like it should be featured in the path of destiny
Tempust85 Posted March 12, 2014 Posted March 12, 2014 JK2 has a space vacuum thing on cairn. You should look at how it's done.
Circa Posted March 13, 2014 Posted March 13, 2014 Code/script probably still exists in JKA. I don't think they really removed much from JK2's code when making JKA.
Merek Posted March 14, 2014 Posted March 14, 2014 Code/script probably still exists in JKA. I don't think they really removed much from JK2's code when making JKA.No argument there
Circa Posted June 27, 2014 Posted June 27, 2014 Latest image from Chalk: z3filus, therfiles, Onysfx and 3 others like this
Jolly Posted July 6, 2014 Posted July 6, 2014 The first few halls and the majority of the hangar will be decently the same, but it will take a turn in the hangar as the normal door to exit will be welded shut and it will have a different route to take. I have the first halls all the way up to the hangar almost finished just having serious problems with the shaders atm. mainly I need a shader with a diff, spec, env, and glow, and one without glow. But my blend funcs are screwy I think. I will post the shaders soon and we can get that kink worked out. heres a few screenies of the progress so far... The floor has a different texture on it now, ill post newer pics soon I have a lot to organize right now now what I'm going to do is post pics of each individual map object and a ref pic of what its supposed to look like, and we can pick apart some of the shoddy texturing and things needed to make it decent.Wow, this looks great. I thought this was actually pictures of the real map in SWTFU. z3filus, GPChannel and ZanderNao like this
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