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CaptainChar

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Posts posted by CaptainChar

  1. Multiple maps, that I keep jumping between 3, and my brain keeps coming up with the desire to do others, but I have to actually try and finish the current 3 on my plate >.<

     

    -The Death Egg, from the sonic series

    -Rainbow Road, from Mario kart 64

    -NCC 1701, the starship enterprise from the original start trek movies

    -GoldenEye 64 SP level

  2. If there is one thing I know, don't rush Szico, its more worth the wait since if he is working on the map, it usually means he's either adding easter eggs, bug fixes etc, or general improvements, I remember the wait for Midgar V3 :P it was worth it

  3. its possible in theory, though you would need several copies of the "overworld" with slight variences, for branching storyline, its a basic theory but it should work but I don't know the max render size JKA will do before the void leaks into the map, ive had several maps that were too large and the void was shown threw the skybox, I had to change the culldistance to fix that, but ive wondered how well a sandbox style city map would fair eg a Grand Theft auto esque city

  4. I did, Im just thinking in theory, but since I know jack on how this works, it would work but the issue is its working as a camera too I presume, so if the camera looks into its own view finder you would I suppose get a paradox, which would in turn make a HOM or void, fascinating

  5. Someone should make an infinite (straight, without turns) hallway using this method.  I wonder how that would look...

    so you'd have to make up a mock part of the map or have the map so long that it'd be our of distancecull, don't quote me on this I usually do these theories myself and experiment, anyways the best thing I could use as an example is sonic adventure 2, sonic vs shadow, why? cause the level is straight and doesn't end >.> or Mario 64 with the endless stairs however this intrigues me

    AshuraDX likes this
  6. in the words of Scotty, "I canna change the laws of physics captin" usually physics in a game are handled either by an in house or in engine physics coding, which is basically takes gravity and wind into consideration if you want a basic physics, with cloth, its a lot more to it, it usually has what id call "flowing physics" since everything follows in a  wave like motion to some degree, now I don't know much about in game physics, rather then the IDtech3 engine wasn't designed with physics in mind, now mind you if JKA was rebuilt on the UT3 or UT4 engine, we'd have something to go with, so much more, but as for the IDtech3, we're rather limited to what we can tweak due to the engine's age and limits, now im not a coder, so I do not know if it would be possible to add physics or a simple version of the havoc engine or some other physics engine, like I said, its unknown ground to me, if someone could figure out the ground work then id encourage them to go with it

     

    for the sake of whatever: (or if anyone wants to fart around with the Havok physics engine)

    http://www.havok.com/try-havok

  7. hmm Small update, nacelles are actually quite difficult to map, this is an early WIP build of the refit engines

     

    Edit: I realized I have to map part of the saucer section, if not all of the top, the Engine nacelles and Pylon supports, since all this will be visible from some of the view ports, noticed this especially after watching "The motion picture" and thought, dammit I need to keep those details in mind

     

    shot0018_zps1e5cc38a.jpg

    ChalklYne likes this
  8. im looking for a way to minimize external shots of my enterprise map, without using a tonne of brush work, some areas specifically one needs a completel view from the saucer section to the rear where the engineering hull and engines are

     

    I suggest this be made into a tutorial

  9. 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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