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Posts posted by CaptainChar
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are we building a fleet of star ships lately? Normandy, Enterprise, a few destroyers,
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this is actually an inspiring topic still, makes me just wanna see what I can do with my mapping skills
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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
Mandalorian and NAB622 like this -
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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I can give you a Tokyo high rise skybox If that'd help
MUG likes this -
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
}
} -
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
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not much to say other then the refit bridge is a bitch to do, but now that I look at it, it looks like an intake for a jet engine. started working on that now, and it already looks way better then the first bridge attempt.
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I only did one music pack years ago, for a beta version of the vampire blood chronicles mod (now stuck in limbo) but it wasn't that hard, but I have to agree the ambience music should be fitting for that area or scene, where as action music is needed for firefights say, and something epic for a boss battle, even the super star wars games on SNES had the same overture from the movies, cept battles had some thumping 16-bit music to accompany them, but I suppose at the time the game might have had development limitations, but it doesn't stop us as modders from expanding on these ideas
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Well after viewing this entire thread so far, I'm impressed with the work thus far, and feel this project is going along rather smoothly, I applaud all who participated in this community activity, and I hope to see more WIP pictures on this project, sorry but I have to return to the Enterprise, if I wasn't so busy already I might have joined, but sometimes its just as fun to watch the process
MUG likes this -
never enough clones in the clone army
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when doing a collab, its best to establish a general scaling, or you could toss scaling out the window in this case, unless you want it to flow uniformly or evenly
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even though I am not participating in this, I am glad someone else had the same idea as me, I look forward to this one's completion
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Ironically I had also penned out a plan to do a take on the "Super Star Wars" games but this seems interesting as well
Circa likes this -
its been a while since ive posted, only a minor thing to show right now, the turbolift interior, some areas of the ship while its being constructed will be hidden as I plan to have at least one major easter egg in this map
Engineering deck is basically completed, at about 4000 brushes, I will tweak this a bit to lessen the amount of brushes being used, but it sets up if I go by the 30k limit, I can have 5-6 decks then, the entire ship will use the Enterprise refit design now
Also I don't know why its so glowy, It never did this in windows XP but in 7 its all shiny now.
Engineering also received an expansion based off the movie set stills and some of the diagrams based off the ship, the EPS manifolds haven't been
installed yet or the Y shaped conduit at the rear of the warp core
Reference image used for main engineering:
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thats not a bad size backup though, everyone to the speed test range to see who has to draw straws
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at the time I had 50% of the site on my HDD and dvd backups already, since I grabbed most of the mods to begin with, I have some that were even removed due to some "issues"
The JKHUB Pass me around WIP topic
in WIPs, Teasers & Releases
Posted
this gold room, pleases me