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[W.I.P.] (SP) Star Wars - Republic Intelligence


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Posted

I am messing at the moment with some of the looks of the Imperial installation, but i like all the tiny details i am puttinig in, sinking in the lights, making it very effective. I feel like in this stage, Imperial lighting is simply just "tl" light, same with geometric shapes, slanting to make it look more imperial

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Omega, Minoda, ZanderNao and 4 others like this
Posted

Really liking the structure on the walkway. I'd maybe replicate this and add some glass or something. 

Fantastic work!

  • 3 weeks later...
Posted

Been playing a bit with idea's and testing new shaders for terrain (not implemented yet) but i need some input. I been working to fill up the area under the grate. Now you can see still through it and i decided to do some pipes, but it just looks odd, i played also arround with lightning, maybe smaller and bigger pipe combinations or something, electric grid ideas .. anyone? Bueller Bueller?

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DarthValeria likes this
Posted
4 hours ago, Lazarus said:

Been playing a bit with idea's and testing new shaders for terrain (not implemented yet) but i need some input. I been working to fill up the area under the grate. Now you can see still through it and i decided to do some pipes, but it just looks odd, i played also arround with lightning, maybe smaller and bigger pipe combinations or something, electric grid ideas .. anyone? Bueller Bueller?

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Are ships supposed to land near that area? You could put pipes were cables are meant to go so that the lights there have an actual source and aren't just magically powering themselves up. Also, maybe some sort of pipes that can transport fuel to a small station there, in case a ship needs emergency refueling. Think about how when Obi-wan lands in Utapau those little goblins immediately go to do some maintenance on his ship. image.png.921b8a7c25af0076166f2f46bacba032.png

Droidy365 likes this
Posted
Spoiler

Working on it , its a an idea spirngin in my mind, but need to make some new textures for console lights

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Hm, I feel like a grate with things beneath it except for dirt is kind of weird architecture. It looks nice, but feels not very grounded in reality. People will walk over it. People will have dirt on their shoes. It will pile up whatever you do. Theres two things I can imagine that could work to make it feel more gounded.

Keep a lower level, but make it somewhat accessable in the sense of, someone is able to clean it easily. Like having a second entrance for the base. But what for? Is that a base that keeps dangerous animals in cages and theres this passway to transport them into the base without endangering the transport crew? What is that entrance or way used for?

Second idea would be placing the whole construction on posts and let the dirt pile up under the construction. Maybe add more foliage under it so it looks like its less maintained than the surrounding area?

Just my two cents about that topic. Love the progress so far. Can't wait to see what you will come up with. 🙂

  • 2 months later...
Posted

Sorry, I have not looked at his project during the summer time, but back again. I decided to remove part of walkway and build a new imperial outpost building type. I am taking inspiration from several screenshots i found and rewatching Andor (in prep for season 2), and looking at the new Star Wars outlaw game screenshots to get inspiration. Anyway, not much to show, besides some initial layout.

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and a sad ingame shot 😉 

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dont mind stormie the troopers btw 😉 they are there for some objective i am scripting ...

ZanderNao and GamerRedNeck like this
  • 3 weeks later...
Posted

I am playing a bit with geometrie while in the middle of testing new scripts and creating npc's. I changed some ideas of how i want the player to continue on the next level, which requires me some more base work. Having watched some footage of the outlaw game, i came up with the idea of the hallway, stealing the doorway idea from outlaws. Anyway, getting slanted and curved line up was a pain if you work off the grid, so i had to do this with very precision on the lowest grid, but corvering on the top part lines up now nearly (3rd pic) I just need to add now decals, and wrap up the bottom part of the new cargo station, and we then move to the cargo hangar.

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Torki likes this
Posted

image.jpeg.fa65d1cae32a099666828853f05296e8.jpegi been fiddling today with the skin files and shaders to create a hologram from Rax Joris (main antagonist in this map serie) for a cutscene. Still some issue with the scan lines and messing with the opacity, but we re slowly getting there. 

Torki, ZanderNao and GamerRedNeck like this
  • 2 weeks later...
Posted

some shaderwork done, not a lot this week, been toying with the cutscene, didimage.jpeg.7e3e000525524e7a3157203ff847e64a.jpegnt like the color scheme of my screens so changed a whole bunch of shaders and textures to get more of color scheme i like,, which is more blue / greenish. Not maybe super imperial, but I ll take it. Also added some more detail work to the structure of the warehouse. I am now in the progress of making signs and decals for within the warehouse and later on the tie-hangar

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pic one is btw from a cutscene, hence the tping animation

Torki likes this
Posted

reworking textures and shaders, not having as much time as i want, but i revamped the keyboard today. I am going slowly into the direction of a heimage.jpeg.e9c89afb078268223d6b80da2dc04b01.jpegx theme texture wise 😉 

Torki, Circa and NumberWan like this

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