• rp_destiny WIP
    1,373 replies, posted
[QUOTE=StagateManiac;27480794]It's quiet.Too quiet![/QUOTE] thats because everyone knows where its headed
Oh what a surprise, Destiny really is a huge ass ship! Just 10 minutes ago I noticed that my Destiny skybox model is still not large enough, although it's already slightly larger than the hammer grid if (!) scaled to 1:1. I somehow fucked up with the proportions. Enough of an update? :P EDIT: Wolf0x, silent rating officer in this thread... :fuckyou:
Have you improved textures since the pics in OP? I mean it's a good map, but the textures creates a bad atmosphere imo.
[QUOTE=Fisk;27502158]Have you improved textures since the pics in OP? I mean it's a good map, but the textures creates a bad atmosphere imo.[/QUOTE] That depends on which screenshots you're talking about. I guess I should update some of the older ones... EDIT: I kinda resumed work on the map again. Three new screenshots, including updated, yet still shitty skybox model of Destiny: [URL=http://img148.imageshack.us/i/rpdestiny0000.jpg/][IMG]http://img148.imageshack.us/img148/7285/rpdestiny0000.th.jpg[/IMG] [URL=http://img842.imageshack.us/i/rpdestiny0002.jpg/][IMG]http://img842.imageshack.us/img842/2592/rpdestiny0002.th.jpg[/IMG][/URL] [/URL] [URL=http://img831.imageshack.us/i/rpdestiny0003.jpg/][IMG]http://img831.imageshack.us/img831/348/rpdestiny0003.th.jpg[/IMG][/URL] Third one is too dark, eh?
Perhaps slightly, but I think it looks very nice gloomy like that!
[QUOTE=tikay;27502587]That depends on which screenshots you're talking about. I guess I should update some of the older ones... EDIT: I kinda resumed work on the map again. Three new screenshots, including updated, yet still shitty skybox model of Destiny: [img_thumb]http://img148.imageshack.us/img148/7285/rpdestiny0000.jpg[/img_thumb] [/QUOTE] yay for destiny ^^ so if this is the skybox, then i assume the mapped exterior infront of the observation room is going to be replaced? i don't suppose the skybox model has any further purpose at the moment, e.g. for "things" inside the pyramid or? *big smile face* =D
Nice update here, you know where to find me when you need any textures :)
[QUOTE=Boba Fett;27518229]Nice update here, you know where to find me when you need any textures :)[/QUOTE] Funny, because when I asked you for textures, you turned around and said that you cannot do textures for maps...
[QUOTE=fdinasty;27516409]yay for destiny ^^ so if this is the skybox, then i assume the mapped exterior infront of the observation room is going to be replaced? i don't suppose the skybox model has any further purpose at the moment, e.g. for "things" inside the pyramid or? *big smile face* =D[/QUOTE] The brush-based exterior was simply turned into a model with Propper. Oh and for the other "thing": look at the picture again. Where do you think was I standing while taking the screenshot? :P
[QUOTE=tikay;27501169]Oh what a surprise, Destiny really is a huge ass ship! Just 10 minutes ago I noticed that my Destiny skybox model is still not large enough, although it's already slightly larger than the hammer grid if (!) scaled to 1:1. I somehow fucked up with the proportions. Enough of an update? :P EDIT: Wolf0x, silent rating officer in this thread... :fuckyou:[/QUOTE] Sorry about that never noticed that I am rating a tad obsessively =D and I don't really bother posting normally. Anyway the new screenshots are looking good
Dome room/garden: [URL=http://img819.imageshack.us/i/rpdestiny0004.jpg/][IMG]http://img819.imageshack.us/img819/7954/rpdestiny0004.th.jpg[/IMG][/URL]
God DAMN, that looks awesome. I assume there is no hole in the dome with a semi-stable shield over it?
^^ There aren't many scenes with the dome section...but from what we could see in the show, this is a really good replica of the cgi. Just being curious, do the two doors lead somewhere? =D
[QUOTE=fdinasty;27588365]^^ There aren't many scenes with the dome section...but from what we could see in the show, this is a really good replica of the cgi. Just being curious, do the two doors lead somewhere? =D[/QUOTE] Thanks. And nope. The position of the left one (from my POV) is slightly off. The right one is located where TJ and Caine were standing in Visitation (and where we saw the room the first time in Air part 2) and behind me is another one which shouldn't even exist. Although the floor plan shows other corridors there, they would have to be located on a lower level... I took their existence from the indoor shots of episode Visitation, but judging from the few glimpses of floor plans (from Air & Incursion) there shouldn't be doors: [URL=http://img694.imageshack.us/i/destinyfloorplan4.jpg/][IMG]http://img694.imageshack.us/img694/5218/destinyfloorplan4.th.jpg[/IMG][/URL] It doesn't help either that they changed the indoor appearance between Air part 2: [URL=http://img39.imageshack.us/i/domeroom02224.jpg/][IMG]http://img39.imageshack.us/img39/7706/domeroom02224.th.jpg[/IMG][/URL] and Visitation: [URL=http://img163.imageshack.us/i/sgu2090466.jpg/][IMG]http://img163.imageshack.us/img163/9416/sgu2090466.th.jpg[/IMG][/URL] They made the "pit" deeper, changed the railings, doors and lights. I'm facing the problem of differences between in- and outside in other areas of Destiny, too. Take the bridge for example. We can see doors on the left and right-hand sides of the room, but they can't lead anywhere. :/ [URL=http://img255.imageshack.us/i/s02e07bridge15.jpg/][IMG]http://img255.imageshack.us/img255/387/s02e07bridge15.th.jpg[/IMG][/URL] There is just not enough space, according to the CGI outside model. Especially when the bridge is sticking out. Maybe just enough for an escape pod or maintenance shaft or something.
[QUOTE=tikay;27590594]I'm facing the problem of differences between in- and outside in other areas of Destiny, too. Take the bridge for example. We can see doors on the left and right-hand sides of the room, but they can't lead anywhere. :/ [img_thumb]http://img255.imageshack.us/img255/387/s02e07bridge15.jpg[/img_thumb] There is just not enough space, according to the CGI outside model. Especially when the bridge is sticking out. Maybe just enough for an escape pod or maintenance shaft or something.[/QUOTE] i know the feeling...it's the same in almost every sci-fi show and japanese games xD indoor=palast size...outside=tiny treehouse perhaps we get to know some more things about the doors later, or they're just locked while the bridge is "up", which leads me to the next question... how can people still walk into the bridge while it's "up"? ok, maybe the elevator shaft and staircase extend upwards with it aswell...but still wondering :D
I thought the outer blast door and inner gold door were to maintain atmospheric integrity. I wonder if the other two doors lead to ladders that go down into the hull...
[QUOTE=tikay;27590594] There is just not enough space, according to the CGI outside model. Especially when the bridge is sticking out. Maybe just enough for an escape pod or maintenance shaft or something.[/QUOTE] maybe destiny is Dimensionally Transcendental aka its bigger on the inside than on the outside
[QUOTE=fdinasty;27592748]i know the feeling...it's the same in almost every sci-fi show and japanese games xD indoor=palast size...outside=tiny treehouse perhaps we get to know some more things about the doors later, or they're just locked while the bridge is "up", which leads me to the next question... how can people still walk into the bridge while it's "up"? ok, maybe the elevator shaft and staircase extend upwards with it aswell...but still wondering :D[/QUOTE] It's less the size differences than the layout. But yeah, there are some areas where size is a problem, too. If I [b]would[/b] do the bridge or the whole upper level, I would assume part of the corridor is connected to the bridge and moves up with it. The height difference could be overcome with a ladder or stairs that move up. Like in [url=http://www.youtube.com/watch?v=gLTj10GRtQc]this portal 2 trailer at 6:15 [/url] [QUOTE=Fatal-Error;27593015]I thought the outer blast door and inner gold door were to maintain atmospheric integrity. I wonder if the other two doors lead to ladders that go down into the hull...[/QUOTE] Er... my concerns don't lie with the main entrance, but those other doors. The blast door seems pointless, as it stays open most of the time anyway and people just walk in while the bridge is "up".
[QUOTE=tikay;27630220]Er... my concerns don't lie with the main entrance, but those other doors. The blast door seems pointless, as it stays open most of the time anyway and people just walk in while the bridge is "up".[/QUOTE] ah tikay, come one :D *big smile face* when you first get to load the map...there simply has to be a big blast door with a code to enter ^_^ ok, please don't take me serious on that one, don't want to make you more busy than you already are =) could keep talking about it, but not going to risk some unneccesarry discussion again. thumbs up for the big effort being put into the map
A randomly generated code would be pretty awesome. Perhaps a console somewhere you can switch on to start cracking it. This is probably near impossible so ignore me!
[QUOTE=Fatal-Error;27633862]A randomly generated code would be pretty awesome. Perhaps a console somewhere you can switch on to start cracking it. This is probably near impossible so ignore me![/QUOTE] ^^ Hehe...although i never really mapped with Hammer and Co., i'd still say it just sounds good, but is in fact too complicated to be done with a random code generator, aswell as a static code anyway... Would have been a pretty nasty and cool thing to keep "un-authorized and lower beings" away from the bridge, perhaps with anti-noclip merged into it...but, never mind bringing up the idea tikay :D Was just fantasizing :)
[QUOTE=Fatal-Error;27633862]A randomly generated code would be pretty awesome. Perhaps a console somewhere you can switch on to start cracking it. This is probably near impossible so ignore me![/QUOTE] Can be done with Lua, but a door model that fits perfectly with the bridge would be needed.
i can enter anti-noclip spaces pritie easyli P.P. sorry cant write good
[QUOTE=StagateManiac;27647820]i can enter anti-noclip spaces pritie easyli P.P. sorry cant write good[/QUOTE] Not if the coder makes it that when in the radius of the anti-noclip, anyone no-clipping dies
[QUOTE=Ronon Dex;27650083]Not if the coder makes it that when in the radius of the anti-noclip, anyone no-clipping dies[/QUOTE] You could still use the asgard transporter, or the E2 tele function to get in.
If the code hasnt been worked out yet, I'm sure a point_hurt inside could be triggered which would effectively keep everyone out untill the door is unlocked.
Or, I simply don't make an admin room, so I don't have to spend hours of work on something that only a fraction of players will be able to use. Yeah, I think I'll do exactly that.
[QUOTE=tikay;27651104]Or, I simply don't make an admin room, so I don't have to spend hours of work on something that only a fraction of players will be able to use. Yeah, I think I'll do exactly that.[/QUOTE] There's a good idea.
It would still be nice to have the bridge though
[QUOTE=Ronon Dex;27652455]It would still be nice to have the bridge though[/QUOTE] are you the same ronondex thats part of the cap team? if you are your part of our team you need to post some messages in our new forum and show your presance.. we all been wondering whats going on with you people have been asking wheres ronon.. if you left the pack tell us if not please do something if its not you then sorry to bother you.. lol
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