• rp_destiny WIP
    1,373 replies, posted
  • Holy. It is good to see a Destiny map this far along. Another I saw stopped development.
  • The map looks good so far... but there are a few things that look kind of unneccessary to me at the moment, which in return, could be made of textures instead to spare you some brushes for other things. For once,...the detail on the ceiling: [img_thumb]http://a.imageshack.us/img693/3946/shuttlebay01.jpg[/img_thumb] you could do that with custom textures instead, aswell as the brushes which stick out of the wall: [img_thumb]http://a.imageshack.us/img227/4083/ftltimer01.jpg[/img_thumb]
  • Wow, thanks for the input, guys. [QUOTE=montross;23412301]yes i know how to get alpha mask in a animated texture, you need vtex and you need to export every image with the alpha mask in 32bit Targa file's (.TGA) than just use the vtex animator compiler and your done, if you can't figure this out, just send me the textures and i will do it for you :) Ps: can you send me the custom clock want to have a look :)[/QUOTE] Fucking VTEX. All files had their alpha mask and still wouldn't compile correctly. I then then came upon the smart idea to just use the import function of VTFEdit instead of a VTEX batch file. I don't know what VTEX's problem was, but with VTFEdit it works now. For the clock, theres not much to see. You would have to compile it first. It's a modfied countdown from portal: [url]http://www.interlopers.net/tutorials/25686[/url] But if you still want it... The model itself is rather unspectacular. [QUOTE]another idea would be to have an elevator like on the show go down a couple levels say to the other observation area the large dome or the brain chair :-) room ill do some work on sounds tonight when it cools off.. to freaking hot right now to do anything[/QUOTE] If you look at the overview, on the right side of the "storage room" letters there are two seperated corridor parts. That's my elevators. Although for now they are just teleporters to simplify matters. There is another one right to the "a nexus" caption, but not working yet. What other observation area? The room with the one big window Eli and Chloe found on the run? [QUOTE]Looks good, but those screenshots of the gateroom hurt my eyes, literally. Maybe tone down the white lights everywhere a little? [/QUOTE] [QUOTE]Agreed, the lights aren't lighting that much on the show [/QUOTE] Yes yes yes, that's the result of default HDR and $selfillum values. To be honest, turning off HDR makes it look better. :/ [URL=http://img821.imageshack.us/i/sgudestinyv10002.jpg/][IMG]http://img821.imageshack.us/img821/6931/sgudestinyv10002.th.jpg[/IMG][/URL] [QUOTE]By the way, what is the face/brush count like on the map? With that many curves in it etc. the map must be pretty damn large (brush limit wise) [/QUOTE] [CODE]Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- [B]models 166/1024 7968/49152 (16.2%) brushes 5348/8192 64176/98304 (65.3%) brushsides 47596/65536 380768/524288 (72.6%) [/B] planes 28554/65536 571080/1310720 (43.6%) vertexes 25286/65536 303432/786432 (38.6%) nodes 3480/65536 111360/2097152 ( 5.3%) texinfos 569/12288 40968/884736 ( 4.6%) texdata 146/2048 4672/65536 ( 7.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) [B]faces 11188/65536 626528/3670016 (17.1%)[/B] hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 9448/65536 529088/3670016 (14.4%) leaves 3647/65536 116704/2097152 ( 5.6%) leaffaces 13742/65536 27484/131072 (21.0%) leafbrushes 7928/65536 15856/131072 (12.1%) areas 6/256 48/2048 ( 2.3%) surfedges 94932/512000 379728/2048000 (18.5%) edges 64287/256000 257148/1024000 (25.1%) LDR worldlights 451/8192 39688/720896 ( 5.5%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 2090/32768 20900/327680 ( 6.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 46275/65536 92550/131072 (70.6%) cubemapsamples 64/1024 1024/16384 ( 6.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 1901540/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 43396/16777216 ( 0.3%) [B]entdata [variable] 292682/393216 (74.4%)[/B] LDR ambient table 3647/65536 14588/262144 ( 5.6%) HDR ambient table 3647/65536 14588/262144 ( 5.6%) LDR leaf ambient 10560/65536 295680/1835008 (16.1%) HDR leaf ambient 3647/65536 102116/1835008 ( 5.6%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/47322 ( 0.0%) pakfile [variable] 5361837/0 ( 0.0%) physics [variable] 1866446/4194304 (44.5%) physics terrain [variable] 2/1048576 ( 0.0%) [/CODE] Note: this data is from the version I compiled for the screenshots. Not included is all the hidden stuff. [QUOTE]About ents, isn't it possible to add an extra Lua addon to go along with the map that will spawn ents around Destiny? So if you have addon, it removes models and spawns ents, if you don't, then it keeps the models. [/QUOTE] Yes, that's what I meant in my response to Madman07. I just have to wrap my head around lua first (or kick my ego in the ass and take help from someone else...). [QUOTE]U mean that you will release the map 28 september [/QUOTE] Is that a question or exclamation? Please get a dictionary and look up the terms "hopefully" and "close to", then read again. [QUOTE]The map looks good so far... but there are a few things that look kind of unneccessary to me at the moment, which in return, could be made of textures instead to spare you some brushes for other things. For once,...the detail on the ceiling: you could do that with custom textures instead, aswell as the brushes which stick out of the wall:[/QUOTE] I don't see problems there, yet, as those are no brushes. Alot of what you see there are models and there are still some func_detail candidates to turn into models. You should see how it looks when I hide the props and func_details in hammer. :wink:
  • [QUOTE=blackaction;23423941]hidden stuff ? some examples?[/QUOTE] [QUOTE=tikay;23361146]There are other areas like the dome room, some quarters, storage room (can be seen in the overview between the gateroom and observation deck) infirmary and mess hall, but not in a shape fit for a screenshot, so I left them out. Also, I wouldn't have much to update if I posted everything now. :P[/QUOTE]
  • [QUOTE=maqzek;23416099]About ents, isn't it possible to add an extra Lua addon to go along with the map that will spawn ents around Destiny? [/QUOTE] I think that madman07 is trying to create an entity spawner to spawn the carter ents so if that works you should be able to add the ents in and have them spawn when the map is loaded pretty much is avons gatespawner just coded to spawn carter ents
  • [QUOTE=Shadow Angel;23431090]Will this have other planets to go to like the one from "Time" and the one from "Water".[/QUOTE] from what i understand he will have most if not all of them
  • Looks fantastic. I can't wait for a release :) Its also good to see another Stargate Universe fan! You should also save all your map editings because, ofcourse, new parts of the ship will be revealed in the second series! Looks great so far!
  • Thank you soooo very much for making a Universe map. I LOVE this show, its a great take on the Stargate story. This Map looks pretty sweet so far. My thoughts: Later on can you add just a touch of fog, a subtle bit to help add to the depth and believability. Some dust motes as well. Decals/overlays. Why? This is an insanely old ship, its going to be dirty and dusty.
  • [QUOTE=locutus_1;23431283]from what i understand he will have most if not all of them[/QUOTE] That was the plans for my Destiny map, tikay has said that he will add small and simple worlds in his. And, judging by his brush/model count etc. and what else needs to be added into the current map already, they are going to have to be pretty damn simple.
  • is this gonna be SVN becuse then you could put little bits onto it as the series progresses and shows more of the ship
  • [QUOTE=twilson;23442678]is this gonna be SVN becuse then you could put little bits onto it as the series progresses and shows more of the ship[/QUOTE] I second this
  • [QUOTE=tom7980;23426151]I think that madman07 is trying to create an entity spawner to spawn the carter ents so if that works you should be able to add the ents in and have them spawn when the map is loaded pretty much is avons gatespawner just coded to spawn carter ents[/QUOTE] Cool. That would be very helpful. [QUOTE]Will this have other planets to go to like the one from "Time" and the one from "Water". [/QUOTE] [URL="http://www.facepunch.com/showpost.php?p=23441979&postcount=44"]Lord Hayden[/URL] got it right: It depends on the ressources I'll have left over after the destiny meets my expectations. [QUOTE]Later on can you add just a touch of fog, a subtle bit to help add to the depth and believability. Some dust motes as well.[/QUOTE] I don't think fog or dust would fit in on the destiny. But what I have in mind, is the steam that comes from the ceiling, from the top of the applecore or through floor grates sometimes. [QUOTE]is this gonna be SVN becuse then you could put little bits onto it as the series progresses and shows more of the ship [/QUOTE] I haven't decided yet. Although with the prospect of being introduced to new locations every few episodes, a SVN release would be beneficial, wouldn't it? :wink:
  • Are you gonna add the cafeteria to this map? if yes i could send you the model of the food dispenser :)
  • two things... how far out will the exterior of the destiny be visible from the observation room? on some high angle shots, it appears as if the curve on the rear-side of the ship could be visible from there. :) well, you already said that it depends on how many resources will be left later, but are there plans on how detailed the exterior is going to become?
  • The three times I've looked at this thread, there have been 13 new posts EVERY SINGLE TIME...
  • [QUOTE=fdinasty;23468292]two things... how far out will the exterior of the destiny be visible from the observation room? on some high angle shots, it appears as if the curve on the rear-side of the ship could be visible from there. :) well, you already said that it depends on how many resources will be left later, but are there plans on how detailed the exterior is going to become?[/QUOTE] [URL=http://img828.imageshack.us/i/sgudestinyv10004.jpg/][IMG]http://img828.imageshack.us/img828/8460/sgudestinyv10004.th.jpg[/IMG][/URL] That's what you can see from the observation deck, but only when sitting on the railing. I made the outer walls of the obs' deck much thicker than they should be, especially so I don't have to work out the details of destiny's rear. :smugdog: But since I have to put some more details on the ship anyway because of the windows in the corridors and certain rooms, we'll see about it. [QUOTE=Pendante1686;23468401]The three times I've looked at this thread, there have been 13 new posts EVERY SINGLE TIME...[/QUOTE] Still not enough, keep it coming! :razz:
  • [QUOTE=blackaction;23471392]do you have an shuttle in your map (flying shuttle)[/QUOTE] we have one in ours.. carters pack.. its a model.. but ronon dex is working on it for us.. its been releaseed see here [URL]http://www.facepunch.com/showthread.php?t=968947[/URL] tipkay can use this ... i belive textures will be redone and most of the models will be redone when izradier gets back from school hes very busy.. as far as my part :-) sounds are dont for the shuttle except the door.. then again we need an animated door
  • [QUOTE=blackaction;23471392]do you have an shuttle in your map (flying shuttle)[/QUOTE] No. It's an interior map, so no flying shuttle. I'm not even sure if I'll do the shuttle interior.
  • are you going to like make a 'public beta' on the SVN and keep doing it while people have it or are you going to wait and release it at a certain stage because that would mean players could have a first hand look at the map and then tell you what to fix and what is brilliant!
  • I know this is for a beta like thing; that one was for completly mapped releases
  • Will someone dialling from Destiny have access to all the stargates all the time?