Martin Karne on 8/8/2008 at 07:25
[starts wolf stare at havoc211]Please tell us you're gonna share the static meshes with the community, please please please.[/end wolf stare]
:sly:
havoc211 on 8/8/2008 at 08:31
Quote Posted by Beleg Cúthalion
The mission looks quite good already. :thumb: I somehow feel a slight sympathy towards simpler architecture, don't ask me why. Maybe it has something classically-FMish. But these roof segments come in pretty handy, do they not? I can't wait to get any rooftop scenario done with them, because now they are only for decoration.
Thank you. I am going for rustic for certain. I'm one that never liked the old western movies where everyone was in shiny new shirts and hats and riding horses with new saddles, new guns, new wood on all the buildings, etc. I like moth-eaten, gritty, dirty, practical. If you look at the pics inside the jail - the railing for the stairway doesn't quite fit. That's because I hadn't realized I could change the texture yet when I put it in place. But, after looking at it, I'm thinking it might stay as a remnant of this having been an inn.
And, Yes, the roof segments ROCK!!. I tried using the roof styles built in and found that there is a built in ceiling with them as well. Transparent of course.. so you can find out by troubleshooting everything under the sun to figure out why I can't climb the stairs into the next level for some odd reason... GRRR. Maddening. Props to the author!
Flux on 8/8/2008 at 08:34
Looks good havoc.:thumb:
havoc211 on 8/8/2008 at 09:23
Quote Posted by Martin Karne
[starts wolf stare at havoc211]Please tell us you're gonna share the static meshes with the community, please please please.[/end wolf stare]
:sly:
Hadn't really thought that far yet, Martin. Mostly I've just concentrated on keeping my forehead black from ramming it through my keyboard as I fix boolean explosions. I just spent two days fixing about half of turbolift 1 after booleaning in the door track. I didn't have that problem in the lift junction when I carved out it's door track. Here, I'll show you something else..
(
http://i37.photobucket.com/albums/e66/havoc211/progress_80708_10.jpg)
Two sets of independant functional doors. The set from the lift exits the lift and slides into a track on the junction. As long as the doors are open, the lift itself cannot move. Every bit of detail I can cram in is going in. As I hadn't thought much about this, how much would you want? lol. I'm not "just" doing the bridge itself. If you noticed the floor in the pics extends beyond the stations.. it's because there are outer gangway walls not shown there that have to be layed in yet...
You're -just- looking at Deck 1. And only the raw meshes. I haven't done any scripting yet. The doors are there for the lifts; but, they need proper scripts to open as a grouped set - both sets of doors. Also have to figure out how to move the lifts vertically, horizontally and everyother which way if possible in the t3 engine. I don't even want to think about lighting all the consoles.. lol. That nightmare has been lingering in the back of my mind since I started. Let's talk rofl.
havoc211 on 8/8/2008 at 09:28
Quote Posted by Flux
Looks good havoc.:thumb:
Tankya ;)
prustage on 8/8/2008 at 21:35
@beleg
It points at a small house in West London - where incidentally, I just happen to live...
Renzatic on 9/8/2008 at 02:42
I've only got pretty basic stuff so far. In fact, what I'm about to show is the nearest to completion (and simplest) of the 5 static meshes I've currently got in production.
So, without further ado...(
http://users.chartertn.net/greymatt/mossy_window.jpg) a window frame. Ooooh. What you're looking at there is the low poly mesh (378 polys) with the displacement map made from the high poly mesh (soon to be the normalmap) wrapped around it.
The other meshes consist of a door, the surrounding wall, the shutters for the window, a set of vines, and a pillar.
It isn't much at the moment, but I wanted to set a theme.
Edit: Also a (
http://users.chartertn.net/greymatt/lamp.jpg) lamp I ain't ever gonna do crap with. I think it's pretty, though, so I'm gonna show it off.
Martin Karne on 9/8/2008 at 02:59
OM NOM NOM!!! More models than you can shake a 3DS at.
havoc211 on 9/8/2008 at 03:00
Quote Posted by Renzatic
I've only got pretty basic stuff so far. In fact, what I'm about to show is the nearest to completion (and simplest) of the 5 static meshes I've currently got in production.
So, without further ado...(
http://users.chartertn.net/greymatt/mossy_window.jpg) a window frame. Ooooh. What you're looking at there is the low poly mesh (378 polys) with the displacement map made from the high poly mesh (soon to be the normalmap) wrapped around it.
The other meshes consist of a door, the surrounding wall, the shutters for the window, a set of vines, and a pillar.
It isn't much at the moment, but I wanted to set a theme.
Edit: Also a (
http://users.chartertn.net/greymatt/lamp.jpg) lamp I ain't ever gonna do crap with. I think it's pretty, though, so I'm gonna show it off.
Very nice. I really love the window frame.
Renzatic on 9/8/2008 at 21:11
Quote Posted by havoc211
Very nice. I really love the window frame.
Why thank you.
If you click the link again, you'll see the start of my wall. Once I finish it and the shutters, and get it into TDM myself, I'll send the model off to Flux to see how it looks inside of T3.