Tempust85 Posted February 10, 2014 Posted February 10, 2014 Here's a teaser: http://i60.tinypic.com/32zueld.png On the floor is water (yes I know, I so need to change the texture), complete with splashy splashy sounds when you walk There's drops that come from the ceiling, with sound on impact That bit of tech in the middle has a sound Added a locked door so it makes more sense how the Gran get down here Barricade24, Onysfx, DarthStiv and 6 others like this
Barricade24 Posted February 10, 2014 Posted February 10, 2014 Looks good it makes since to me that this is some kind of sewer system. The door is good addition as well. Looking forward to seeing what's next.
Tempust85 Posted February 10, 2014 Author Posted February 10, 2014 Also to note, I'm using the old DF2 Mod's 02narshadda map with a few fixes. Shame it wasn't more complete, they only got as far as 3 minutes in.
Tempust85 Posted February 16, 2014 Author Posted February 16, 2014 Familiar? End product will have an axe wielding Gamorrean. @@minilogoguy18 If you could be so kind as to give this guy a decent proportioned skeleton + animations? Numfast and hhunter6 like this
minilogoguy18 Posted February 16, 2014 Posted February 16, 2014 Familiar? End product will have an axe wielding Gamorrean. @@minilogoguy18 If you could be so kind as to give this guy a decent proportioned skeleton + animations? I thought you'd never ask. Or maybe build a new Gamorrean altogether? Or would that kinda be pointless?
Tempust85 Posted February 16, 2014 Author Posted February 16, 2014 I don't see anything wrong with Hapslash's except maybe its a bit too green. If you or (anyone else) want to make a new one, feel free.
minilogoguy18 Posted February 16, 2014 Posted February 16, 2014 Yeah, just figured if we were gonna give him a better proportioned skeleton why not just make a new model altogether but that is a lot of work too. I might just heavily modify his to have better general proportions since it was modeled to fit the JA skeleton. No matter what happens the hands are going in the garbage, the recycled base hands look dumb on this model.
hhunter6 Posted February 17, 2014 Posted February 17, 2014 I think Haps is good. why create extra work?@@DT85 for your note, I ran into an issue when using the Gamorrean on the DFMod. I couldn't figure out why he kept spinning the axe like a saber hilt. funny as hell to watch but not sure what it was. I even used the Tusken script too. haha
Linken Posted February 17, 2014 Posted February 17, 2014 @@hhunter6 changing the taunt anim in the .sab file to something more appropriate could work.
Barricade24 Posted February 17, 2014 Posted February 17, 2014 @@hhunter6 changing the taunt anim in the .sab file to something more appropriate could work.I might recommend the Tusken taunt in this case.
Tempust85 Posted February 24, 2014 Author Posted February 24, 2014 Stats update: - 50% structure- 35% entities (doors, lifts etc)- 20% NPCs- 15% lighting One thing I'm proud of being able to figure out how to do is a looping crate that you ride on. Numfast likes this
AshuraDX Posted February 24, 2014 Posted February 24, 2014 I'd guess a func_train should do the trick for the crate @@DT85 but I might be wrong as it's been ages since I last messed with gtk
ZanderNao Posted March 6, 2014 Posted March 6, 2014 Oh wow, this just reminded me... I have no idea why, but when I had the Gammorean in my base folder over the years I got an error when I tried to spawn anything and we've never been able to use the model in our films. I might be alone in that though, but I obtained the file from a couple different sites back in the day. Hopefully it isn't interfering with the development of this mod.
Tempust85 Posted March 6, 2014 Author Posted March 6, 2014 It spawns fine for me, no issues whatsoever.
ZanderNao Posted March 6, 2014 Posted March 6, 2014 It spawns fine for me, no issues whatsoever. The problem I had was it keeping other things from spawning, but that doesn't seem to be an issue either so yay!
Tempust85 Posted September 3, 2014 Author Posted September 3, 2014 Little crate that you ride on is working, and so is the massive crate. Just finished scripting this: Numfast and minilogoguy18 like this
minilogoguy18 Posted September 3, 2014 Posted September 3, 2014 This thread also just reminded me about the need for a real working gammorean. Good to see progress on the level, really can't wait until the level has some lighting and normal mapped textures. Needs more rend2. ;p Tempust85 likes this
Tempust85 Posted September 3, 2014 Author Posted September 3, 2014 We'll have to make do without rend2 for quite a while I think, hopefully it will be ready for SP by the time EP VII is out.
minilogoguy18 Posted September 3, 2014 Posted September 3, 2014 Well as a extra step I think we should have normal maps on stand by for the chance that we may finish this mod before rend2 is implemented. The AT-ST has normal maps and I'm working on ones for the Lambda since that model is finished.
Tempust85 Posted September 4, 2014 Author Posted September 4, 2014 Almost done making the path to the end of the level, the end is in sight. I'll then go back and add some NPCs, detail and lighting. minilogoguy18 and hhunter6 like this
minilogoguy18 Posted September 4, 2014 Posted September 4, 2014 How much other map work did the old DF2 mod manage to get done? Although their method was crude it would be good to use since I think they were porting the original maps into radiant so that the scale and design was accurate, just needed good textures and lighting.
Tempust85 Posted September 4, 2014 Author Posted September 4, 2014 The converted structure is a mess, I've only been able to use parts, then clean them up. I'll have to dive through their files and see what other maps there are that could be in a viable state.
Barricade24 Posted September 4, 2014 Posted September 4, 2014 A little off topic but feel free to use the Gamorrean reskin I did. It has a better likeness to the movies. ZanderNao likes this
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