Continuum said:Continuum said:Is there any 3d modeler who wants to participate in this crazy and unique piece of art?
Anyone?![]()
Would like but I unsure if my skills are enough
btw I just looked at the in-game screens they look pretty cool
Continuum said:Continuum said:Is there any 3d modeler who wants to participate in this crazy and unique piece of art?
Anyone?![]()
Continuum said:
Disappointing? Why?Glovz said:...disappointing...
Thanks for offering the helpJotisz said:Would like but I unsure if my skills are enough
Yep, whole first level must be filled with such crap, because all is rounded... but then again if sub isn't going to be to much stripped then some nice command center could be done...Lexx said:Agreed. Place some junk there. Computers, tubes, random junk, etc.
Yes, this is going to be separated scenery... but I'll add a large pipes to that round walls where blockers are placed...Lexx said:Or lets say: Create this as extra scenery so that one can add it if needed?
Glovz said:...disappointing...
I'm still not sure what exactly do you mean... walking in deconstructed parts of the 1st level?Josan12 said:i think it would be a real missed oppurtunity to leave out the deconstructed half of the first floor. I can't see any technical problems with it either.
First walls must be done. Later scenery. Also, I'm sure there'll be a problem with tiles (sub's floor) which may be visible outside the hull (especially bow section), so someone will be forced to extract tiles that will be used and paint areas (with black or whatever the color of will be) which are going to be visible on the outside.Josan12 said:are you planning to make all the walls & scenery and then make the maps?
No, someone else will do the map. I'll provide all information (+ screenshots) how to build everything nicely, because walls are going to be little different than typical FO's walls. Also, it's better to work with RP files (since sub will be part of it) rather than with unmodded game... And I'm not going to install RP, since I'll get a nice mess inside scenery/walls folder (and in both scenery.lst)... I simply prefer to work with unmodded gameJosan12 said:Do you want to make the maps yourself? Or someone else?
Yes, this is the best solution, since will be known how long the sub is. And if some scenery will be needed then you'll post a screenshot where do you want to put it and without any problems I'll be able to fit it nicely.Josan12 said:Do you think it might be better to make the main scenery (i.e. the walls), and then work on the map a little (you or whoever) and then go back to making some more scenery?
Well.. I'm not sure if 1st (and 3rd?) level is going to have any corridors... I think is too narrow... only sections separated by centered main doors are going to work best... but this can be changed later...Josan12 said:when i was making the test map in the mapper, i noticed it's not possible to make really narrow corridoors (as the door wall peices are too wide) Is it possible to correct this?
Continuum said:Here's how long segments are working in practice...
Between each segment there's exactly the same "hole" (the same Width). I'll make two type of small segments to fill this hole:
- "connection" with the straight wall,
- rounded wall (for very long room).
In this way you'll be able to make the sub as long as you want. To customize the look I'll make three (or maybe four) long segments with little a bit different details...
Continuum said:Also, at this screenie you can see tiles that are visible where they shouldn't be (outside the hull/where the water is/whatever). This I meant in my previous post...
Continuum said:Is there any way to disable this fucking highlight?![]()
Continuum said:
Continuum said:I'm still not sure what exactly do you mean... walking in deconstructed parts of the 1st level?
Continuum said:But the most important thing is that whole sub isn't going to be visible, so making deconstructed part isn't a necessary thing and you can prevent from getting there from 1st level (doors are blocked, etc.)...
Well, for sure this is going to be dirty work in PS!Josan12 said:Did you have a plan for what we are going to do for tiles outside the sub?
Yes, this is the easiest (this word sounds soo wonderful these daysJosan12 said:I guess the easiest option would be the default 'blackness'
With deeper = darker effect (+ caustics at the dock's floor and through the water) to complicate already complicated art?Josan12 said:Maybe the semi-transparent 'water'??
Some sea floor for the bottom level could be done, I guess... but this is something I'm not planning to do ATM...Josan12 said:For the 3rd floor - maybe the sea bed? - basicly sand, will some weeds - i could try to do make them.
Stop! Otherwise I'm sure that another idea will pop up about some flooded, hidden cavern full of mutated sea critters and Sulik which is killing them with sledge in the underwater battle! And bubbles of course! I wonder how plasma projectile could look like under the waterJosan12 said:In the design doc i talked about the possibility of the player finding a way to get out onto the seabed through a hole in the flooded hull.... ? (cue the tentacles)
I already tried flags without any results...Josan12 said:Yeah, i remember having that problem with the last large peice of scenery i made. I'm sure i figured out a way by messing with the 'flags' but i could never replicate my sucess. Someone must know ...... ??????
Yes, I wanted to ask about making 3rd level in different colors than others, since 90% of things from 1st are not going to fit into 3rd/from 3rd into 2nd/etc.Josan12 said:Can we use that texture for the 3rd floor, and keep the old ones for the 1st and 2nd? Or is that too complicated??
As a whole - not (to cut the work). Only a part of it (few pages back I posted the image how this is going to look). And for sure deconstructed stern isn't going to be visible...Josan12 said:Well, yes, sure - but won't the sub be visible as a whole from the outside? I mean like part of the tanker is visible on the dock, the player goes through the door, and then inside is just different map levels. Standard RPG stuff.
Yeah, I was suspecting such thingJosan12 said:But yes, that would mean the deconstructed part above would need to be seen on the 'outside' model..... aswell as the 'inside' map ....
In flags, set 'Transparency None' to YES.Continuum said:Is there any way to disable this fucking highlight?![]()
Engine is staring to highlight 2 (or 3? I'm too lazy to check) hexes from that red hex which you can see in Frame Animator. So, to get a nice results I'll be forced to split long pieces (~ 230-320) into ~ 30 or less...Lexx said:The only good way would be to cut it in smaller pieces.
Don't forget about exterior... Splitting it into tiles in PS will be a fucking suicide (because you must split perfectly), not to mention about happy puzzling in Mapper!Lexx said:The best thing will be to get every piece ingame.With tiles it is easy.
But if you'll produce too much tiles for one mod/TC then you won't be able to put your huge and awesome art into the game! Because there's a limit how many tiles can be present, which is 4096. So, only additional 1000 is possibleLexx said:Yes, but it looks great when it is done.![]()
Wrong!Continuum said:And it's not something related to flags, I guess...