
AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 9, 2010 11:49 PM
Msg. 36 of 95
wow. i am so pleased with this response.
for the tunnel support, i really like A. and the lighthouse replacement is exactly what im looking for.
the skecthes look pretty cool as well, i really like where that is headed.
i also was wondering if anyone knew any good physics tutorials. i want to give scenery objects such as containers physics so that when they come into contact with explosives etc they bounce around.
and yes, i do plan to have multiple paths to get to the end, so BSP designers, thats something to think about as well.
all in all i think everything is coming along fantastic. great job to everyone who is helping, and if anyone feels inclined i am always willing to add something special.
once i get a good BSP model, i can begin to work on scripts and the scenerio etc, and have a beta (or alpha) out in about a month or so. again, thanks to everyone who is helping!
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 10, 2010 01:07 AM
Msg. 37 of 95
sonic can i unwrap the bsp's???
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 10, 2010 01:25 AM
Msg. 38 of 95
Go for it! youll have to get the models from scorp as i dont have any copies of them yet
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 10, 2010 01:33 AM
Msg. 39 of 95
ok :D
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 10, 2010 03:35 AM
Msg. 40 of 95
Dis useless 
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 10, 2010 03:39 AM
Msg. 41 of 95
the bsp u sent me is final correct?
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 10, 2010 09:03 AM
Msg. 42 of 95
i think so, if u think there should be more ill add some stuff
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crimsonshadow117
Joined: Sep 15, 2009
Xfire: crimsonshadow117
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Posted: Jul 10, 2010 09:30 AM
Msg. 43 of 95
Quote: --- Original message by: AHS_SONIC wow. i am so pleased with this response.
for the tunnel support, i really like A. and the lighthouse replacement is exactly what im looking for.
the skecthes look pretty cool as well, i really like where that is headed.
i also was wondering if anyone knew any good physics tutorials. i want to give scenery objects such as containers physics so that when they come into contact with explosives etc they bounce around.
and yes, i do plan to have multiple paths to get to the end, so BSP designers, thats something to think about as well.
all in all i think everything is coming along fantastic. great job to everyone who is helping, and if anyone feels inclined i am always willing to add something special.
once i get a good BSP model, i can begin to work on scripts and the scenerio etc, and have a beta (or alpha) out in about a month or so. again, thanks to everyone who is helping! You have to use a vehicle tag if you want physics doesn't work with the scenery tag. Also if you need help making physics tags I was able to figure it out.
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AK_49
Joined: Nov 23, 2007
Well do ya punk? Do ya feel lucky?
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Posted: Jul 10, 2010 06:40 PM
Msg. 44 of 95
I think for the end you should have that arena feeling that will fit with the mod. Something like the library. You get onto the platform and then there are multiple stages that decline you further down. Each stage will have different enemies. The last stage should be the hardest.
Just an idea though.
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 10, 2010 06:56 PM
Msg. 45 of 95
but in geurilla arent there places to add physics tags for scenery objects? if its for vehicles only though thats ok it just means ill have to script in a whole bunch of stuff. i know hwo to go in and create the spheres in 3ds max, but im not quite sure how to compile it in tool, so i do very much need help in that area.
and in terms of the last stage, it definately will be in an arena, and i do like the platform idea very much, im going to have to look into that.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 10, 2010 07:09 PM
Msg. 46 of 95
Quote: --- Original message by: Scorp i think so, if u think there should be more ill add some stuff lol i didnt see a tunnel where is it :P
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crimsonshadow117
Joined: Sep 15, 2009
Xfire: crimsonshadow117
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Posted: Jul 10, 2010 07:14 PM
Msg. 47 of 95
to compile it u need to overwrite an existing physics tag. Example copy the banshee.physics to ball folder and rename it ball.physics and run ball.jms(the one has physics) through tool. I'm just using ball as an example of the object u want movable.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 10, 2010 07:18 PM
Msg. 48 of 95
Quote: --- Original message by: crimsonshadow117 to compile it u need to overwrite an existing physics tag. Example copy the banshee.physics to ball folder and rename it ball.physics and run ball.jms(the one has physics) through tool. I'm just using ball as an example of the object u want movable. lol tank physics are more fun to play with xD plasma frag rocket it and watch it flip. i did that with a ball before it was fun but the ball would stop spinning :[
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 11, 2010 05:16 AM
Msg. 49 of 95
the bsp isn't final because i want to add this somewhere,  also it has a bunch of ugly faces Edited by Scorp on Jul 11, 2010 at 05:17 AM
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 11, 2010 05:20 AM
Msg. 50 of 95
k ill just wait until all the bsp's are final.
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Griff
Joined: May 29, 2010
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Posted: Jul 11, 2010 11:44 AM
Msg. 51 of 95
mongooses should be in this map.....just throwing that out their
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 12, 2010 06:41 AM
Msg. 52 of 95
Quote: --- Original message by: Scorpthe bsp isn't final because i want to add this somewhere,  also it has a bunch of ugly faces Edited by Scorp on Jul 11, 2010 at 05:17 AM let me guess waterfall in the middle?
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 12, 2010 07:50 AM
Msg. 53 of 95
oi thats a good idea :D
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Candy Man
Joined: Jul 11, 2010
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Posted: Jul 12, 2010 08:31 AM
Msg. 54 of 95
water falls need a source for the water. what you have there is an island. if the source is on top of the island how does it get there?
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 12, 2010 08:55 AM
Msg. 55 of 95
its going to be a magic waterfall
or from some rain or a underground brook
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 12, 2010 08:56 AM
Msg. 56 of 95
Interesting design; horrible model.
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 12, 2010 09:49 AM
Msg. 57 of 95
Yeah im sort of new at modeling. also it would be nice if someone could design the layout of the maps because now i am just modeling anything that pops into my head. Edited by Scorp on Jul 12, 2010 at 10:04 AM
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joe55
Joined: Dec 5, 2009
You are beyond helping, gtfo.
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Posted: Jul 12, 2010 10:19 AM
Msg. 58 of 95
Quote: --- Original message by: Scorpthe bsp isn't final because i want to add this somewhere,  also it has a bunch of ugly faces Edited by Scorp on Jul 11, 2010 at 05:17 AM do you have a pic of the inside to ?
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 12, 2010 10:57 AM
Msg. 59 of 95
they're just tunnels with nothing in them yet
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 12, 2010 04:32 PM
Msg. 60 of 95
Quote: --- Original message by: Scorp
Yeah im sort of new at modeling. also it would be nice if someone could design the layout of the maps because now i am just modeling anything that pops into my head. Edited by Scorp on Jul 12, 2010 at 10:04 AM i can see that lol..
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 13, 2010 03:56 PM
Msg. 61 of 95
sorry, i had to do things this weekend.
i like the waterfall idea very much. put a secret entrance behind it and have it lead to a vent in the ground. the vent will then drop down into a control room-type area, which leads out into the underground lab facility. the lab has been abandonded for, i dunno lets say a decade, so things dont need to look too old but they should look like they have been around for awhile. the lab should have many corridors and hallways that lead on for quite awhile, i kind of want it to have a silent cartographer feel to it, but not a direct copy. i like how far down some of the pits drop so that is something i would like to see implemented. the lab will be lit with those red lights i used in the last map, so terrain portals only need to be added to the exterior of the island. (i can even do that myself if you dont want to). also, and this is rather important, i do want part of the underground lab to flooded. i can put the actual water in myself, but i need a portion of the tunnels to be designed to look like they are flooded.
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 14, 2010 12:22 AM
Msg. 62 of 95
what type of control facility Unsc, covenant, forunner, or something totally new ? im going with unsc and fixed the vent thing Update Edited by Scorp on Jul 14, 2010 at 11:25 AM
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 14, 2010 01:48 PM
Msg. 63 of 95
that looks pretty good, lets keep it going. id prefer kind of a hospital type feel to it, but more technologically similar to unsc
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 14, 2010 03:00 PM
Msg. 64 of 95
im going to have fun unwrapping it to make it look super nice....
so u want it to look like a hospital so do u want a10 textures or like marble tiles?
also before u give me a bsp scorp see if u can get it ingame because i dont wanna fix bsp alot...
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 14, 2010 10:52 PM
Msg. 65 of 95
compile them in mesh with JMS Exporter v1-0-3 script, poly mode gives a bunch of errors with any jms exporter hospital room with poo textures going to add bed and fancy stuff as scenery Edited by Scorp on Jul 15, 2010 at 03:17 AM
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 15, 2010 03:33 AM
Msg. 66 of 95
absolutely beautiful. really, i love it.
but yeah im looking for a marble floor, checkered black and white tiles most preferably.
but that is exactly what im looking for keep it up
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 03:41 AM
Msg. 67 of 95
um scorp u know how to get bsp's connect to eachother right?? because the one u sent me doesnt have a cave. and that one has to have something that will connect to the other bsp.. also k ill start working on the textures if gimp dont fail on me when i make it
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AHS_SONIC
Joined: Dec 9, 2006
mmm toasty
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Posted: Jul 15, 2010 03:42 AM
Msg. 68 of 95
also, hydrogen, when you unwrap, the tile shader should be rather reflective. if you want me to do them though i can but if you feel inclined, go for it.
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Hydrogen
Joined: Dec 6, 2009
Wort Wort Wort...
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Posted: Jul 15, 2010 03:50 AM
Msg. 69 of 95
ill unwrap.. and make stuff look nicer.. no shader no script lol...
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Scorp
Joined: Apr 30, 2010
Pendelum
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Posted: Jul 15, 2010 04:35 AM
Msg. 70 of 95
Quote: --- Original message by: Hydrogen um scorp u know how to get bsp's connect to eachother right?? because the one u sent me doesnt have a cave. and that one has to have something that will connect to the other bsp.. also k ill start working on the textures if gimp dont fail on me when i make it im remaking that part,
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