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CaptainChar

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Posts posted by CaptainChar

  1. 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

  2. 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

  3. 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

  4. 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

    shot0010-5_zps534759d4.jpg

     

    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

     

    shot0008-7_zpsbeaf960d.jpg

     

    Constitution Class Starship: AKA the starship Enterprise, NCC-1701-refit

     

    Captian's ready room Enterprise model:

    shot0009-6_zps06e00362.jpg

     

    Main Bridge barebone:

    shot0007-6_zps0c242080.jpg

     

    Hall leading to main engineering, the warp core visable and animated ingame:

    shot0005-8.jpg

     

    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
  5. 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

  6. 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
  7. 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
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