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Plague-Angel

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  • Content Count

    19
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Profile Information

  • Modding Interests
    Mapper
    Shaders
    Texture Artist
  • Gaming Specialty
    Capture the Flag
    FFA
  • Operating System
    Win 7

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172 profile views
  1. Coming along very well! This isn't a dig at all, the design/architecture of that ship is quite simple But it seems that is one of the hardest forms to pull off and you're doing a great job so far ? I don't know if you resolved your issue with the player being lit properly so I'm just wondering how you're compiling this map? I'm far from an expert in q3map but have found that some of the settings when it comes to rendering/compiling can have an effect on your dude...
  2. Not sure if this will work in other versions of Radiant (I'm using 1.6.6)... Make a basic func_door out of nodraw_solid just to fill the hole you want to close, deselect the door then bring your model in via misc_model, deselect that then select it again , select the nodraw door again and press CTRL K. You should get a blue line linking them and it's done ? Edit- Didn't realise nab had already told you how to do it sorry. I will say that sometimes I've come up with an error when doing this but manage to clear it by ungrouping and re targeting the model at the door.
  3. Started work on the cockpit today, been putting it off for a while now and after the last episode I feel like putting it off forever! ha ha
  4. Yep. Any 3d stuff outside of Radiant for me is like staring into hyperspace! I'll be making some of the smaller details out of larger brush works and then convert them to .ase's and downsize them
  5. Hi guys, Slight problem. I used to be able to goto tho console and put in r_dynamicglow 1 and get the light blooms/glow effect but now I can't get it to come on in both the GOG and Steam versions I have. Guessing this is a graphics card issue? Many thanks, J
  6. @AshuraDX Thank you for your offer of help though this isn't a model, its a map. Unless you meant that? I'm using a basic specular shader for it now but if you've got any tips on how to polish it up some more or a better shader that'd be great! I have been working on the textures/shader for the exterior but they still need a lot of work as there are a lot of smaller plates, greeblies on the hull but I'll add them as time goes on. And just for fun, I thought as this was based on the A10 I'd make a version that looked a little more A10 lik
  7. Just a small update really. Started working on the interior of the Crest. Just a basic fleshing out really, the chairs in the cockpit will be replaced with ones similar to the show and old Solo wont be in the block at the end. https://photos.app.goo.gl/9MwiT8Z2uYKtZRSEA https://photos.app.goo.gl/A6PKqDCAF25QFEL9A https://photos.app.goo.gl/UdPomCK4kw1ux1nf9 https://photos.app.goo.gl/VB6prmwos7Ev6SpG9
  8. Thank you for those! I watched bits of the ilm video a little while ago. Very cool that they still use real models and not just pure cg. I forgot the thing had those air brakes... Might be a cool little feature to add ?
  9. You're welcome. Also if you're looking for someone to test your map out I'd be more than willing to help with that ?
  10. Hey, I haven't got my reading brain on properly at the moment so I don't know if you've sorted it or it has been answered so sorry if this is redundant. About your players getting through doors... those player bounding boxes are annoying eh?! I've hit this problem a lot, even when it looks like two players side by side could fit through/under an open door! One thing you could try perhaps is to make the frame non solid through shaders or making them models and then just clip brush around them leaving the adequate room for your guy to get in. Hope that helps
  11. Just a small clip showing the engines firing up and failing. Figured if I put it in the repair bay it wont exactly be firing on all thrusters ?
  12. Thanks for the suggestion Midtaurus & Fullkevlar. Tatooine does seem like the best setting, I already have lots of textures and prefabs made for that type of setting. Was thinking of having a trigger on the speeder bike in the bay that would teleport you to that town where Mando met the Boba knock off but for now I'll focus on the RC and the bay. Noodle- I have played on maps that use jump pads, either player triggered or automatic, the Firefly map uses them in the crew quarters I believe. I did manage to make a ladder that worked alright using lots of tiny invisible step clip-brushes
  13. Thank you Noodle. I will be doing some of the interior yes. I've had to make it around a third larger than the one in the series to enable you to move around in it. I know Mando uses a ladder of sorts to get to the upper deck but I may need to put a lift in instead as it'll be very tight
  14. Hi guys, Been a while since I posted anything anywhere! Just thought I'd share a current WIP I W'ing on So far I'm only really concentrating on the ship itself which wont be 100% accurate on size or detail due to the engine and time constraints. Haven't decided on which setting to dump it in yet, it'll either be Nevarro or that ladies repair bay on Tatty. Pics below https://photos.app.goo.gl/AzvaRuGegzvTzcKx5
  15. Good idea.... https://photos.app.goo.gl/PyPfJdXv7Mw4aGvi8
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