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Posts posted by CaptainChar
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*is tempted to make his enterprise doors kill people if they stand in them* any ways, I want this map, lol its looking more and more better each time the thread is updated
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id go, what was the color of radiation in half life, nuff said
but in all reality, its hard to please everyone
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the old gothic or whatever designs, sorry Im not an architect, where always very detailed, and have a certain distinction which draws me to them
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hell im building the entperise, but anyways ahem I believe I speak for everyone Szico when I say "WANT MAP NOW"
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"This platform recognizes Inyri as a prime"
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I wish when I did the multimedia course in school you had wrote this code back then, had to use 3 different modeling programs and try to join all 3 together on the fly, Max, Lightwave on mac, and some other one for the designer printer, but most used XSI exporting, cept half the time lightwave didn't want to co-operate with the windows based machines running max
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seems animations are the biggest bitch to do when exporting, though now It seems I finally need to update my 3dmax version since it seems to be giving me issues in windows 7
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good work Mr. Scott
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oops me and my typos, Scizo is Szico's altnernate reality version both do the same thing though
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if anyone can map JA to look like an entirely new game or modern, it'd be Scizo
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I recognize this design, we used it in Dracula's castle originally, glad to see someone else has an eye for the classical structures
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and this proves Inyri isn't dead yet
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right now my biggest headache with the Enterprise is likely going to be shaders and textures, I've decided on either 4-5 decks maybe, I wanted just the main areas of the ship, engineering, sickbay, bridge, and if permitting I know its not on this era of ship but if it was refitted again, it could possibly have a holodeck, or I could use the ship's transporter to lead to and from another area, possibly a planet side area
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this is rather helpful, I was hoping something like this existed long ago
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yeah Im also working on my photoshop skills since the enterprise refit has that apple white/gloss everywhere, as seen in most of the screenshots im using for reference, even the corridors should have some more rounded textures and possibly mip-mapping to make them stand out more, right now its barebones on the enterprise till I can figure out some nice shaders and textures, and i'll likely rework the entire lighting on the ship too, since I only used a crap compile for testing purposes
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Decided since ive had some time lately, to actually get some mapping done, and being rather impressed by some other people's work lately, I had to get back to actually completing these maps, all three have a common factor in them or rather, theme. Space.
Rainbow Road N64: As you know this has been on my table for a year or 2, but ive recently gotten the shader to make it look all nice and glowy
The Death Egg: originally depicted from Sonic Generations, It ended up forming into a Dreamcast era looking map, and started incorporating my own design to the map.
Sonic 1 Final Zone duel area: Pistons will be animated and moving in the duel area of this map, can cause possible crush'd players, and there might be a possible battle with Dr Robotnik/Eggman in this map based on sonic 2
Constitution Class Starship: AKA the starship Enterprise, NCC-1701-refit
Captian's ready room Enterprise model:
Main Bridge barebone:
Hall leading to main engineering, the warp core visable and animated ingame:
Goldeneye maps are still in the making as well, but these three maps lately have had my complete attention, I have a Jetson's themed map in mind as well, and possibly a Bioshock Rapture themed map in mind as well
Odeyseis likes this -
Szico, one of the few great mappers that actually will also give learning materials instead of hording all his secrets to himself
KDR_3XILE likes this -
I occasionally back my mapping up to my external, just not as frequent as I should
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I never considered the func_bobbing before interesting I will have to play around with this area of my map as a separate map just to get it working, don't wanna screw everything up and not have an original to fall back on
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they prob didn't have the skills to pull it off back then
Angel Soul and Odeyseis like this -
I got no idea of the technical stuff Szico said, only that it looks BADASS
KDR_3XILE likes this -
And I don't mean minecraft, is there a way aside func_train that I can think of to make large piston like areas of a map move up and down in sequence? example:
1 2 3 4 , pistons 1 and 3 are level with the ceiling, while 2 and 4 are exposed to the player area, when 2 and 4 retract back to the dead level with floor position, there is a slght pause between cycles and 1 and 3 come down from the ceiling
my conclusion is to use a carefully timed Func_train entity, if anyone else has a better method for this to work, id appreciate input
Odeyseis likes this -
Its unusual that Im stoked for a map release, lol
Szico VII likes this -
Szico, your a mapping Nazi, and I say this due to your fine eye for detail, and of course "caulk everything" but dam, we all sure this is JA still right? its starting to look like an xbox 360 game or higher end pc game then a 10 year old + game
Odeyseis likes this
map to ase?
in Modding Assistance
Posted
how does one make parts or the map into an .ase file?