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Everything posted by IrocJeff
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I started in the corner of the bunker entrance today and finally started shaping the terrain. Long, tedious process for sure one verticee at a time but this is really where I like Radiant 's keyboard shortcuts in regards to changing view grid view. The brush cleanup tool is needed since duplicate plane errors show up all over. So this is the entrance to a bunker of sorts that will be buried under the terrain. Dirt will probably be grass as well with brush and other things around it. It took about an hour to get this section done. I should be able to cut and past sections that are close and then just sew them up to save time. I'm sure the more open areas I can use larger terrain brushes since it will be more gradual elevation changes and that should be a bit easier. \
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Cut down the width of the trench and it turned out pretty good. Player movement is good and there is enough space that it isn't cramped. I added in a 90 degree turn, two offset 45 degree corners (second image) and a few straight areas. I have pre fabbed some of the this so it cuts down the time. I can just piece it together as I need it. Still working out the spacing of the upright supports. There are also handmade terrain brushes around the trench but its all in caulk so you can't see it in here.
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That is what the problem was. Thanks a lot!
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Any ideas as to why this is happening? Out of all the terrain brushes that makes up this trench floor the only these two become invisible.
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You got it correct that it is more for gameplay reasons. I'm pretty familiar with WW1 myself and have even sat through the whole Apocolypse WWI series on TV. It is on Youtube and is really great if anyone hasn't seen it. The section I am working on now is just a linking trench from one bunker to another. The ground outside the trench will be taller than the trench itself and that will give it a more deep appearance. However, I'm not really going for the WWI trench look and am more going for this kind of trench design. Going back to the in-Radiant shot you can see I cut the trench out to match with the terrain brushes as well. This just made it easier to edit and I won't have to cut these brushes and whatnot. I may cut this particular trench down by 1/3 width since there will be no combat here. I'm still learning as I'm going and get where you are coming from, though. BTW, here is a link to that Apcolypse WWI show ( in Color ) if anyone is interested.
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Give it time. Just to let you and others know I'm not set with the textures so that is all probably going to change.
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Here is the scene in game. The terrain brushes were just made smaller and I placed them in the trench and manupulated some vertices here and there. The middle is just a bit sunken while the side are a bit higher. Makes it look a bit more natural especially against the trench wall. The diamond in the middle is just the mark to cut and paste the existing floor together so all seams will be even. This is the inspiration for my idea from cod1 or 2.
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I voted for Jason since it was really well done and was just awesome. Here's all his kills.
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So this is what I am working on now which is going to be my terrain and trench system. I've worked on this before but nothing ever came of it so I'm reusing this idea here. As you can see I'll hand design all the terrain by hand since its a bit easier to mess with as I can add in blocks of terrain where I need them and delete them where I don't and whatnot. And yeah, I do know the terrain brushes on the bottom aren't aligned right I just pasted them wrong. This section is going to be a connection trench between two bunkers. I think I want to do something similar to destroying the guns in Brecourt in COD1. You can see the trench wall on the immediate left has bend in it and I plan on bulging out some areas of the wall here and there to give it some detail. The ground will be dirt and I'm going to do the same terrain for the trench floor in sport, only smaller in scale. This way I can make puddles and stuff. Planning on having this world rainy and foggy. I'm also going to mirror the D-Day invasion where you will play a character inserted ahead of the main invasion force. Maybe by parachute, maybe by a pod of sorts ( like Quake 2) and you crash into a house or barn or something. I want to make a more rural, simpler world with hints of technology here and there. Kinda like how tatooine has mud buildings with electronic doors or other things. That is about it for now.
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Can you post a picture of the room this script takes place in? with the nav points showing and stuff? I can't visualize it too well.
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Well, I just downloaded MBII since i was pointed there as that is where the Rebel Endor trooper is. I also noticed that there are more weapons in there which would help. The A-280, sniper rifle, and frag grenage. If they will work in JKA SP I'm going to have to start tracking the people who built them down and see if I can use them in this project. I really want more than an e-11 blaster for everyone. People bitched about that in my first project but the non blaster weapons in these games are dumb. I even want to try and see if its possible to have a t-21 or dlt-19 that can be emplaced like on a window sill or similar. Fixed there, but, the players or npcs can use it. kinda like the mg42 or 30 cal in cod/2. I'd also like a more generic skin for the Endor trooper where its more like more neutral drabby colors. I do have permission from UniqueOne to use his trees from his projects. I did not even test this out yet so I don't know if they'll work out or not. I'm open for trees, shrubs, bushes when it comes to models. That is basically it. If I have to take up Blender again and attempt to make models for guns I'm going to have to although I'll need someone to texture them since I'm horrendous with those programs. Animations.. this area I'll probably need some stuff with in the future but it isn't terribly important Basically weapons(blasters), trees( shrubs, bushes, hedge rows), and maybe more skins for the Imperial Army guys ( heads especially) and rebels ( if I can use them ). That stuff is priority #1.
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Sorry for no updates in a while. I can't say my life is busy but I really don't want to stare at a computer screen at home after 8 hours of configuring laptops all day long. As of now I just got the Imperial Army Troopers to spawn in game. Hurray! Not a huge improvement I know but its really important because stormtroopers are going to be really limited if they are even in the project at all. I also got the Imperial Gunner and Weapons Tech to spawn so things are going well. This is huge for the story line and stuff so now that that stuff is accomplished, along with other npc's I'll need, things should go swimmingly in that area. Going to try and finish the Death Star detailing tonight and then start working on some outdoorsy stuff.
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Did you try making them with a transparent background? I'm glad you posted this because I will need blood splatter textures as well.
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Should have had more done this week but oh well. Today I went fishing all day instead of mapping so here's what I got done just a few moments ago. I added in the catwalk on each side of the hangar. I also put a light shader on the front of each step since it breaks up the grey a bit. I also removed the blue lights above the blast doors and am keeping it as is. Even though you as a player won't ever see this angle on the catwalk but I thought I 'd add it in anyhow.
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One more shot for the night. Added in some cargo containers. I also think I am going to borrow from the TIE Hanger in Battlefront and extend my platform a bit on each side. So, the platform will have some stairs to a lower part and then another set of stairs to the hangar floor. This will follow the path of the walls on each side of the hangar.
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Thanks. I love that signature you have. I wish that scene stayed in the movie.
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Still having a slower time than I had thought getting used to all this again and I wish I had more "design" progress to show. I CAN say that the level design for the Death Star 2 intro cutscene has been completed. Well, the all the rooms, hallways, ect, have been completed. Details are now going to be added to each of these areas, then the scripting. On the story front, the stuff I don't want you to know, is going well. So that aspect is moving forward a bit better. I can say that this meeting is to be a bit more secret a meeting than some official meeting like in A New Hope w/ Tarkin. I did re texture the hangar once again and changed the lighting and I think its much better now. Those slanted struts that took forever to get the texturing right are now in Basic... lol. However, it doesn't look as loud as it originally did. The floor is some Byss shader shrunk down by about half. This is the view opposite the first image. I added a platform above the door with railings and will have some activity up there. Going to add in cargo containers and some other hangar-ish things.
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Star Wars with Galaga Arcade Sounds!
IrocJeff replied to KyleKatarn1995's topic in Art, Media & Technology
That's awesome.. -
I had DF2 when it originally came out and was always perplexed why then as well... I'd think a fixed emplacement would be better suited for a landing pad.. oh well.
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Marty McFly Pack - Nobody Calls Me Chicken... To Post This
IrocJeff replied to BenSolo's topic in Mod Requests & Suggestions
Ya know, that radiation suit would make a good model for these games. You can make a lab or something and have a better character than the Imperial Technician to stick in there.. -
So, did anyone catch the season opener last night? I think its getting better and better as the seasons go on. I just don't understand the point of having a walker on a landing pad that's over a cliff. Other than that it was a great start to season 3.
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That latest video you posted was great. The lighting and textures create a nice atmosphere and it reminds me of Quake 3 a bit.
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Just curious if its possible to replace the e-web with something else. Would it be possible to make a t-21 or dlt-19 blaster that can be mounted to a window pane or short wall or something? Kinda like how a real life machine gun would be mounted. While I like the E-Web its a bit too large and bulky for some of the ideas I have.