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Everything posted by CaptainChar
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Good work Kahn, it was a pleasure to work with you I compared this map mostly to the Xbox 360 version of the Simpson's game, But overall it has the cell shaded cartoony feel form the show, colors and textures are accurate, so are most of the designs artistically, The most fun thing about this map Id say would been the scavenger hunt, I just liked going around and exploring Springfield at my own pace, Mind you I haven't watched the Simpsons in ages but it was a real nostalgia trip for me... Overall if you like the Simpsons, you should ahem "Forfeit your bandwidth"
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"Dammit Jim" the bridge may not function well as a duel area but it will be present for aesthetics, but I will see if I can make it functional in some form, main engineering now has the hum of the warp core now, and the map has been outfitted with transporter sound effects that replace the default teleport sounds (might be an optional assets file with this map like my "Goldeneye packs" The bridge and main engineering need texture and shader work, but its still WIP Added the hand rails, and a crap tunnel for now to block out the void, and the steps from the refit Enterprise's bridge Getting ready to add the Helm and Com
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my idea wasn't seamless, was the have a teleporter in front of a camera area, I know not the best or most efficient way to do this either best example I can give for my map atm: Enterprise say has a door to a holodeck (I know constitution class didn't have this) but it opens to any randomly generated world, this would be useful if I wanted the portal not to just be against a wall or form the "archway" in the middle of a forest say, so yes these seamless portals intrigue me
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well im rather surprised she hasn't been done yet
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
CaptainChar replied to Archangel35757's topic in WIPs, Teasers & Releases
well any progress is good progress in my book, I hope you make more bridges to help the modelers on this community -
is that screen from PSO2?
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WIP Fixing the dotXSI 3.0 Exporter for 3ds Max...
CaptainChar replied to Archangel35757's topic in WIPs, Teasers & Releases
this is good news for the modelers and perhaps myself since I have to upgrade some of my programs, Ashura, what max are you running? I'm still using max 6 -
this interests me, cause it can have other uses as well
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I changed the bridge scale slightly, from the original that I made, lets say 1.0 to maybe a 1.2 scale the areas around the outer or saucer shape just didn't seem large enough at the time the bridge also might make a good duel area
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looks about how I made my pipes you can go in in some of my maps, a space station, hmm I got one of those in the works too,
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The JKHUB Pass me around WIP topic
CaptainChar replied to exonimus's topic in WIPs, Teasers & Releases
this gold room, pleases me -
are we building a fleet of star ships lately? Normandy, Enterprise, a few destroyers,
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The JKHUB Pass me around WIP topic
CaptainChar replied to exonimus's topic in WIPs, Teasers & Releases
this is actually an inspiring topic still, makes me just wanna see what I can do with my mapping skills -
well I can see that jetpack getting a lot of use out of it
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Slave 1 might be able to actually fit inside the Enterprise's shuttle bay
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Moon that info might really be also useful in the wiki, if they have a subsection under mapping for "advanced mapping" say cause that info was never specified in any tutorial I've read
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So in other words, you would use structure brushes in sector like arrangements, to divide the map up into chunks for VIS purposes? Sorry this is a learning experience for myself as well
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most mine was learned from trial and error, and some was passed onto me from another mapper, and tutorial wise was rich diesel's but yeah some stuff isn't covered in the text books, this would be one those cases, where even I didn't know about the max number of detail type brushes so i'll have to rethink my current map
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The JKHUB Pass me around WIP topic
CaptainChar replied to exonimus's topic in WIPs, Teasers & Releases
I can give you a Tokyo high rise skybox If that'd help -
what model are you trying to work with? NVM I see the only think I can think of is erasing or completely deleting the collar form the texture if its a TGA and assigning that as the alpha layer
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well major kusangi's hair the texture is rather flat, and Im assuming the shader removes the black from the image or the TGA has alpha models/players/kusanagi/hair { cull disable { map models/players/kusanagi/hair.tga alphaFunc GE192 rgbGen lightingDiffuse } }
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Yeah I didn't catch on it was for models, my bad, most models ive worked with have their alpha in the rendor stage (3D max) so I still assume its a shader, the only models ive made are map objects
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my old method of mapping was to make a box around the map that was structure, and the rest of the map was detail this method is rather useless now though
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I dunno if this would answer what I did with TGA files, the originals were PNG's but the tutorials called for TGA's if I recall the TGA is a 24bit + alpha you can open it in photoshop though and verify, I can dig up the original PNG as well, since I kept all my Castle textures archived This is from my Haunted Graveyard Map Fence TGA: http://www.mediafire.com/view/?z6hrhqv998gi9qv textures/graveyard/fence { Cull none qer_editorimage textures/graveyard/fence.tga { map textures/graveyard/fence.tga blendFunc blend alphaFunc GT0 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } }
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I could just use "caulk" lifts for the ladders or invisible elevators at the ladders, just a hunch or do away with ladders for lifts all together in game screen of what the top of the bridge will semi look like: (needs better textures and a glossy shader) Last screen for today, you can see the bare bones of the bridge now, and just what kind of view it would offer, main view screen needs some work but I have to use what I got for source, all of the original movies have poor consistency No textures are final, since the bridge isn't even in the right area yet on the mapping grid, its currently part of engineering deck