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Don't worry ;)

 

Black Mesa stole the same idea from . . . Half-Life :P

 

2 of my favorite games! I can't wait for the one with Adrian Shepard to come out next..

 

I've made a few maps on Source and this does kinda remind me of that but in a good way xD  It's like taking the style of something else and making something of your own but in the same style.

 

Many of the design idea screenshots and stuff came from Black Mesa and some from HL2. The overall concept of one large or spread out facility came from those games as well. This is especially true in the more non-Star Wars-ish parts of the maps. You'll find containers on pallets. Shelves with boxes, propane tanks, wire wheels, and so on. Pande sent me some real life models that I tossed in and they work out great in those areas. I made a hover forklift, barracks, a close copy of the HL2 Geiger counter effect, a Chinese take-out, video poker machines, soda and snack machines. Hell, I even made a break room like you'd find in an office for the Rodians! There is even a Mad Magazine hidden on each level if you want to find them all.

 

The Star Wars stuff looks like Star Wars. The other stuff doesn't. But it all meshes well and that good enough for me. 

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Loving those control panels, and that weird lighting generator thing in the background of the last screen

 

You can thank whoever made Black Mesa for that. It was just a screenshot I posted to show the reference... But thanks for thinking i'm capable of making something like that.  :lol:  :lol:

 

If I new how to make models things would be easier but I never did that yet. So, I'm pretty much using Radiant for everything on relying on people like Pande for sending me models to use or converting ones I find for me.

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You can thank whoever made Black Mesa for that. It was just a screenshot I posted to show the reference... But thanks for thinking i'm capable of making something like that.  :lol:  :lol:

 

If I new how to make models things would be easier but I never did that yet. So, I'm pretty much using Radiant for everything on relying on people like Pande for sending me models to use or converting ones I find for me.

Oh, I thought you had made that lol Regardless, great work on your controls

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Regardless I like it a lot and I kinda miss making maps for Source now but you have shown that it could be just as fun making them for this xD  I don't think that it would work as well should it be 3rd person though.

 

If you mean my maps for 3rd person, no. This is strictly designed to be played in 1st person. 

 

There are quite a few textures within Nar Shadda, Artus Mine, and Yavin that could look like a Source map with the right lighting. I have no idea what Jedi Acadamy has. You can darken up the lights or used different colored darker lights and grungier textures and you can some up with some neat stuff. 

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The reactor got changed to a shuttle bay... lol. The small room with the cables and generator things got cut in half and redone since I lost most of it in my notepad++ manual brush deletion fiasco. That's going to be the power part.of this level. I wish you sent me that first image with the brick wall and walkway earlier. That would have been perfect in map 2.

 

At any rate, I'm going to have some experiments done but its going to be on humans, not wampas...hehe..

That be fine, but ye still need power for this station somewhere and reactors that you can die from radiation is just too cool to leave out for the final version, no?

JKG Developer

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That be fine, but ye still need power for this station somewhere and reactors that you can die from radiation is just too cool to leave out for the final version, no?

 

Nope  :P

 

Here is why. I made a decision when this project got beyond 2 maps that sometimes closed doors should remain closed. In other words, the player does not need to have access to every square foot of the facility. Now, I was going to make a power station of sorts but I just didn't like what I came up with. That part got changed. I made a smaller, generator like room that was supposed to go off the main core. I ended up hacking that in half and you only see it from a control room. In the picture there is a door and a glass walkway. One officer and two Stormtroopers run down that hallway when you reach the window and trip the trigger. You can't shoot them, they totally ignore you.. and that is that. The player can assume he's near the core, but, he ain't half getting there.

 

shot0052_zpsca3241f6.jpg

 

 

Now, when released, I'm going to let anyone add their own story arcs based of my maps. As long as the original brushwork is intact, people can use and build off whatever to make whatever they want. 

Barricade24 likes this
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Well, Level 5 should be nearly finished today. Have to add sounds and a few more NPC's. I say nearly finished because I have a scripted sequence I have to start which will be the centerpiece of this level. So, anyone good scripting cameras, dialogue, and npc animation who would be free to answer questions I have let me know. I have some scripts to follow but I'm not that good at those things.

 

Here's some more random screenshots of the past 3 maps.

 

shot0055_zps494ea5c1.jpg

 

Even in a galaxy far, far away one cannot escape a Blue Screen of Death. Have a really funny e-mail you'll read from this terminal about it as well.

 

shot0065_zpscfb7a36b.jpg

 

Redid the floor to a grate. There is a broken steam pipe near the Stormtrooper.  

 

shot0061_zps10feb52e.jpg

 

Here are Pande's chair models again that I use for benches and a conference room in the background. Still not happy with those chairs in the conference room but all the ingame chair models are too small to use.

 

shot0063_zpscacbbe23.jpg

 

Small lab-like room. Some pill bottles on the far countertop and some sort of electron-microscope to the right. This is where i need props so if anyone has ANYTHING that would look good in here  let me know.

 

shot0071_zpsee929a36.jpg

 

Here is a Kejim-like hallway with an elevation change. 

Omicron, Jango40 and Futuza like this
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As far as props go the Kolto tank in this pack might come in handy.

 

This collection of screenshots might come in handy: http://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/

 

Basically you need one of these:

Star_Wars_RPG_Empty_Bacta_Tank.jpg

 

Well, just for you I'll go out of my way and build something like that. :) I have no clue how the heck it'll fit into the story line but I'll add it in. i'll see what I can do with those other models. I made something similar, without the probe, to that voltmeter thing which you can find on some shelves throughout the underlevels.

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There are bacta tanks in JKA. Not sure about JK2 though.

 

I don't think they are there. There are stasis tubes, though. The big stuff isn't the problem. Its the stuff you find laying around on a shelf, counter, or wherever where these games kinda lack a bit. 

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As far as props go the Kolto tank in this pack might come in handy.

 

This collection of screenshots might come in handy: http://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/

 

Basically you need one of these:

Star_Wars_RPG_Empty_Bacta_Tank.jpg

 

 

I did install those KOTOR models but they seem to be way off scale. If the player was 128 units high they'd be perfect. Is there a way to scale them down ?

 

Anyhow, I did managed to use the white cylinder model in one of my other lab rooms and it fits in there.

 

OH, the base commander will have his own personal bacta tank so that is where that will go. 

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  • 2 weeks later...

Just finished my first cut scene of the project. Ended up coming in at over a minute and a half which is way longer than I thought it'd be. CaptainCrazy made me some music for it that fit really well. This is pretty much closing up map # 5. I have one more npc encounter to add in and then its off to map # 6, the final one. Yay!

 

The next one will be a bit shorter and will consist of a partial production floor and the base commanders residence/office. So, here are the areas that my project will include

 

1) Rodian Outpost

2) Waste Facility

3) Imperial Base

4) Imperial Base lower levels

5) Lower levels cont. and lab area

6) Factory floor and Cmdr's residence.

 

Here is the only screenshot of the cut scene I'm going to post. The trooper on the right is talking into a comlink.  If anyone has any suggestions on the design of a light fixture for this room let me know. I've not been too happy with anything I've come up with. 

 

shot0094_zps018a3185.jpg

Boothand and Bek like this
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Well, I would imagine that a portal gun would be handy . . . :D:lol:

 

Hey, you google test chamber images and guess what comes up! You'd be suprised how versatile some of these textures in JO are with a little resizing.

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OH, here's the script. Well, its two. I was going to combine them but am just leaving it as it is. I figured I'd post it up if anyone wants to see what happens or could use it to help them. I put it under Spoiler just in case. 

 

 

 

 

rem ( "Lab Rat Victims" );
 
affect ( "labrat1", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 
 
affect ( "labrat2", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 
 
affect ( "labrat3", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 
 
affect ( "labrat4", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 
 
affect ( "labrat5", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 
 
affect ( "labrat6", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 
 
affect ( "labrat7", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}
 

________________________________

 

rem ( "Test Chamber Script" );
rem ( "Change Stance of Troopers" );



affect ( "trooper1", $FLUSH$ )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}


affect ( "trooper2", $FLUSH$ )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}

camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper1", $FLUSH$ )
{

task ( "Blaster Rifle" )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2014.mp3" );
}


task ( "Works Fine" )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st3/misc/31st3030.mp3" );
}


task ( "Blaster Carb" )
{
sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2015.mp3" );
}

dowait ( "Blaster Rifle" );
wait ( 1000.000 );
dowait ( "Works Fine" );
wait ( 1000.000 );
dowait ( "Blaster Carb" );
}

wait ( 11000.000 );
rem ( "Part 2 Camera Aims towards Speakers" );
rem ( "Music plays in the background" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

task ( "Sound1" )
{
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth1.mp3" );
}

dowait ( "Sound1" );
wait ( 13000.000 );
rem ( "Part 3" );
rem ( "Stormtroopers move to their shooting positions" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
rem ( "Move trooper 1 into position" );

affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_WALKSPEED", 50 );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 );

task ( "go1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav1" );
}


task ( "go2" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav2" );
}

dowait ( "go1" );
dowait ( "go2" );
}


affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_WALKSPEED", 58 );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 );

task ( "go1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav1" );
}


task ( "go2" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav2" );
}

dowait ( "go1" );
dowait ( "go2" );
}

wait ( 8500.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam4", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam4", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper2", $FLUSH$ )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}


affect ( "trooper1", $FLUSH$ )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}

wait ( 2000.000 );
rem ( "Part4" );
rem ( "Transition of Stormtroopers to attack posture" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "platformcam", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "platformcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
wait ( 5000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
rem ( "Darker sound is to be played" );

task ( "Sound2" )
{
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth2.mp3" );
}

dowait ( "Sound2" );
wait ( 5000.000 );
rem ( "Each trooper raises blaster" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam4", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam4", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper2", $FLUSH$ )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND3" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}

wait ( 1500.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam5", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam5", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper1", $FLUSH$ )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND3" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}

wait ( 1500.000 );
rem ( "Part 5" );
rem ( "This is where the troopers open fire on the prisoners" );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

task ( "Sound3" )
{
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth3.mp3" );
}

dowait ( "Sound3" );
wait ( 12000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam6", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam6", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "attack1" )
{
set ( /*@SET_TYPES*/ "SET_DYAW", 260.000 );
set ( /*@SET_TYPES*/ "SET_YAWSPEED", -15 );
set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" );
wait ( 1500.000 );
kill ( "labrat4" );
wait ( 500.000 );
kill ( "labrat5" );
wait ( 700.000 );
kill ( "labrat6" );
wait ( 900.000 );
kill ( "labrat7" );
}


task ( "attack2" )
{
set ( /*@SET_TYPES*/ "SET_DYAW", 280.000 );
set ( /*@SET_TYPES*/ "SET_YAWSPEED", -15 );
set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" );
wait ( 1000.000 );
kill ( "labrat1" );
wait ( 500.000 );
kill ( "labrat2" );
wait ( 500.000 );
kill ( "labrat3" );
}


task ( "stop" )
{
set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "false" );
}

dowait ( "attack1" );
dowait ( "attack2" );
dowait ( "stop" );
}


affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "attack1" )
{
set ( /*@SET_TYPES*/ "SET_DYAW", 270.000 );
set ( /*@SET_TYPES*/ "SET_YAWSPEED", -15 );
set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" );
}


task ( "attack2" )
{
set ( /*@SET_TYPES*/ "SET_DYAW", 250.000 );
set ( /*@SET_TYPES*/ "SET_YAWSPEED", -15 );
set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "true" );
}


task ( "stop" )
{
set ( /*@SET_TYPES*/ "SET_FIRE_WEAPON", /*@BOOL_TYPES*/ "false" );
}

dowait ( "attack1" );
dowait ( "attack2" );
dowait ( "stop" );
}

wait ( 8000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

task ( "outoftrance" )
{
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synthclose.mp3" );
}

dowait ( "outoftrance" );
wait ( 10000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "finalcam", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "finalcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_WALKSPEED", 55 );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 11 );

task ( "goback1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav3" );
}

dowait ( "goback1" );
}


affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_WALKSPEED", 55 );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 11 );

task ( "goback1" )
{
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav3" );
}

dowait ( "goback1" );
}

wait ( 10000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "finalcam2", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "finalcam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "third" )
{
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/chars/st2/misc/31st2052.mp3" );
}

dowait ( "third" );
wait ( 2000.000 );

affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH )
{

task ( "report" )
{
wait ( 1000.000 );
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_TALKCOMM1START" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/lastday.mp3" );
}

dowait ( "report" );
}

}

wait ( 8000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );

affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}


affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" );
set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );
}

 

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If anyone has any suggestions on the design of a light fixture for this room let me know. I've not been too happy with anything I've come up with. 

Led-circle-assembly-kitchen-cabinet-lamp

round-ceiling-mounted-halogen-spotlights

2-chairs-White-circle-shape-wall-Spotlig

 

Those sort of things, but if you did that I'd make the room look a bit more 'modern clean' to make it fit better.  (Just lighten up some of the textures, possibly round up the walls a bit.

JKG Developer

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Led-circle-assembly-kitchen-cabinet-lamp

round-ceiling-mounted-halogen-spotlights

2-chairs-White-circle-shape-wall-Spotlig

 

Those sort of things, but if you did that I'd make the room look a bit more 'modern clean' to make it fit better.  (Just lighten up some of the textures, possibly round up the walls a bit.

 

I'll try and give that a go. I had the walls on one side rounded but it was a pain to get all the squares to mesh right. Texture manipulation for patches drives me up the wall.

 

I also thought about making the room whiter and more solid textured but with those stormtroopers there it didn't turn out well. Right now I'm making a SNap-On like tool box that a protocol droid is using to fix some electrical wiring. After done with that ( writing his animation script now) I'll try and post some new " testchamber " shots.

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Those sort of things, but if you did that I'd make the room look a bit more 'modern clean' to make it fit better.  (Just lighten up some of the textures, possibly round up the walls a bit.

 

 

I found a free, seamless tile texture on deviantart and just whitened it up a bit with Paint.net.

Here is a rough shot with it and one curved corner. I think I'm going to keep this texture. Now, I just have to realign it all which is the part I hate.

 

 

 

shot0099_zps916b53d2.jpg

Futuza likes this
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