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Posts posted by Spineless
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Well, here it is at last - the open BETA. Besides Shepard Book's bible sitting IN his bed covers and not on top of them and a little asteroid glitch - I consider the map FINISHED!
For any of you that wish to try it out (and send me feedback), the download link is below, please test it with as many people as possible. Hopefully there won't be anything too major (because I've bug fixed for the last month) and I plan to release it this weekend if all goes to plan.
Thanks a bunch for sticking with me guys, oh and if I've missed anyone out of the acknowledgements section that should be in there... pm me.Download via MediafireEdit: Download link nulled (16/06/2014). I have submitted the file for approval from the JKHub staff.
Thanks for everyone's continued support.
Spineless out.
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Great, something to work on when I get back then! There's a reflective water tutorial out there I gather although it doesn't sound that complicated. Do you know of any maps that use a similar technique that I can download for reference?
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Holy moly it's like a new map! Thanks for that, one more question: Is there anyway to add a realistic spaceship sheen (env map) to the shader without it looking false. All the env maps ive used for my other textures look so bad I've been forced to use them on small brushes.
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One little question before I head up the east coast of Oz for a few weeks. Does anyone know anything about shaders, this is my poor attempt at a specular outer ship texture:
Link To Textures:
http://imageshack.com/a/img842/5521/x5ea.jpg (panels_ext)
http://imageshack.com/a/img842/9485/t805.jpg (panels_ext_bright)
Shader:
textures/spine/serenity_rp2/panels_ext { q3map_material HollowMetal { map $lightmap } { map textures/spine/serenity_rp2/panels_ext blendFunc GL_DST_COLOR GL_ZERO } { map textures/spine/serenity_rp2/panels_ext_bright blendFunc GL_ONE_MINUS_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular alphaGen const 0.75 } }
I would prefer it to look something like this:Any ideas?
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I think I've tried all your patience long enough. Here's the BETA release.Thankyou all for sticking with me (if anyone is still around, that is) and I'm sorry for the thousandth time that it's taken this long.Details:(Extracted from Readme.txt)As many of you will know, (and for those who don't), I created a rough-round-the-edges representation of Joss Whedon's Serenity back in 2003 that I thoroughly enjoyed making - but in hindsight - could have done with a few more brushstrokes of accuracy.So, 6 Years in the making and (I fear) 4 years too late, I have finally got around to releasing it! I firstly have to apologise to all those I have kept waiting. The problem with it all is that I'm too much of a perfectionist. Something that I will have created 3 months ago, will look dated to my eyes and need updating. Besides, bug fixing bores the ^&*! out of me, and the larger part of entity/script work is by it's nature - bug fixing.What is included in this file is around 98% complete of what I will call perfect, and it will do for now. I have still got some ideas for the final release which I have listed below.Design:I am not ashamed to admit that this effort is far far far superior to its' predecessor. I have embellished the ship with every conceivable detail, and poured through tons of reference material in order to conceive the closest possible representation of the ship you all know and love so well. This map is largely overscaled, around 20-25% to allow for a reasonable chance at role-play/game play.Serenity, as mentioned by it's design team, is one of those few sci-fi space vessels that doesn't suffer from the Tardis effect. (Being much bigger inside, than out). All that said, I couldn't for the life of me fit all the interior into the outer shell, without warping one or the other. I decided very early on that I would have to split the map into too. Besides, with Quake III's modest capabilities, a joining of the two parts would *slay* the user's fps.This, in turn, created a whole heap of problems which I have had to work around. Firstly I have taken liberties with some of the design. The hangar-shuttle connection in the film and tv-series is pitched at being set at the top, roof level of the hangar. Yet the blueprints rest both on the level of the kitchen. This led to a design compromise, where the shuttle access ports rest in two side areas, either side of the kitchen with a ladder down to the hangar.I have also taken liberties with all the secret passageways and any design element in between the areas seen on the show. I have included a fuel-room, (a mighty powerful engine needs one, I figured) a nav control room (currently unscripted), a light control room (currently unscripted), a kitchen stock room, and a spare 'crew quarters' room. These are all accessible via secrets and secret passage-ways. (Explained below).Features:- Every possible area of Serenity seen in both tv-series and the movie.- Scripted tiered secret system. Allowing you to unlock:- Med-Bay- Explosives room- Airlocks to the outside- Both shuttlesTo Be Completed:- A navigation/skybox cycle script system (already scripted)- Weather cycle system- Complete silence in space (like in the tv-series)- Zero gravity in space- Toggleable lights- Engine stop and restart script (like in Out of Gas)- A host of sound clip easter eggs, including:- Jayne's weight bench- Kaylee's dress- Vera & more...Download:I will limit the testing on a first come first serve basis to at least hold some suspense for the final release. If you are willing to bug test the map for me (not just send feedback), download the file from the link below, and PM me a message and I'll give you the password for the .zip.
Serenity - Firefly (Re-Release) Open BETA
in WIPs, Teasers & Releases
Posted
I'm glad to help
If anyone else has found any bugs, please let me know. I would like to release the map by the end of the weekend!