Random WIP 2006-2011 - Page 416

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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PicassoCT
Journeywar Developer & Mapper
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Re: Random WIP

Post by PicassoCT » 14 Nov 2011, 21:00

my nick forces me to welcome our new cubistic overlords...
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1v0ry_k1ng
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Re: Random WIP

Post by 1v0ry_k1ng » 15 Nov 2011, 11:14

knorke, I bet your mod would look nicer with the addition of that shader that draws cartoon outlines around units
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knorke
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Re: Random WIP

Post by knorke » 15 Nov 2011, 14:43

Tested and it does look good. But too much fps loss on my machine, guess I can include it as disabled though.
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zwzsg
Kernel Panic Co-Developer
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Re: Random WIP

Post by zwzsg » 27 Nov 2011, 02:31

Hex Farm 2 will be playable with other mods than KP!
(Textures stitched from some doom wad)

Image

Image
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MidKnight
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Re: Random WIP

Post by MidKnight » 27 Nov 2011, 05:27

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BaNa
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Re: Random WIP

Post by BaNa » 27 Nov 2011, 11:12

zwzsg wrote:Hex Farm 2 will be playable with other mods than KP!
(Textures stitched from some doom wad)

Image

Image
O_O

O_O

Fyeah!!!
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knorke
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Re: Random WIP

Post by knorke » 27 Nov 2011, 12:09

cool. iirc 84.0 adds lua function to change metalmap which could be usefull.
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SirArtturi
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Re: Random WIP

Post by SirArtturi » 27 Nov 2011, 16:06

nice! Spring map finally in 3D! :)
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zwzsg
Kernel Panic Co-Developer
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Re: Random WIP

Post by zwzsg » 27 Nov 2011, 17:39

Sadly there seem to be mods that localise GetTeamStartPosition (in their spawn gadget), making my StartPos override ineffective, so units start in the void and die at game start. :cry:
SirArtturi wrote:nice! Spring map finally in 3D! :)
Not really, no more 3D than SupCom2 maps.
knorke wrote:cool. iirc 84.0 adds lua function to change metalmap which could be usefull.
As if loading this map wasn't slow enough!
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PicassoCT
Journeywar Developer & Mapper
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Re: Random WIP

Post by PicassoCT » 27 Nov 2011, 20:26

zwzsg wrote:Sadly there seem to be mods that localise GetTeamStartPosition (in their spawn gadget), making my StartPos override ineffective, so units start in the void and die at game start. :cry:
SirArtturi wrote:nice! Spring map finally in 3D! :)
Not really, no more 3D than SupCom2 maps.
Oh noes i believed for years that there was a little 3dimensional world inside my screen. And now i learn is all fake.

Invain i condemned my friends for buying flatscreens...
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KaiserJ
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Re: Random WIP

Post by KaiserJ » 27 Nov 2011, 20:34

looks awesome Z, fantastic work!
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1v0ry_k1ng
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Re: Random WIP

Post by 1v0ry_k1ng » 28 Nov 2011, 14:47

zwzsg wrote:Hex Farm 2 will be playable with other mods than KP!
(Textures stitched from some doom wad)

Image

Image
ooh, how did you get non-stretched textures on the vertical surfaces?
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Random WIP

Post by FLOZi » 28 Nov 2011, 17:58

They (and the rest of the map) are drawn with lua
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Warlord Zsinj
Imperial Winter Developer
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Re: Random WIP

Post by Warlord Zsinj » 30 Nov 2011, 09:19

Nice, always wanted to a coruscant map like that...
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PicassoCT
Journeywar Developer & Mapper
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Re: Random WIP

Post by PicassoCT » 30 Nov 2011, 11:41

Citymap like this?
I volunteer to do the textures..

What are sizelimits? Can they be selfiluminated?
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zwzsg
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Re: Random WIP

Post by zwzsg » 01 Dec 2011, 01:48

There are no size limits, but the dimension are better being 2^(n+2) by 2^n. For exemple 512 by 128, or 1024 by 256, or 4096 by 1024, or ....

There is no self-illumination. There is only RGBA, with alpha being used as a brutal threshold at 50%.

Here is a reference picture:
Image

Save it into your Spring folder, and the map HexFarm2 will automatically load it.
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PicassoCT
Journeywar Developer & Mapper
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Re: Random WIP

Post by PicassoCT » 01 Dec 2011, 20:29

Oh you, up there, living below the space and above the sky, using your cellphones to browse you have nothing to fear, but Ex-calibur, the broadbandswoard of pictures. Beholder of Eyes. Slay them!

Image

Thx goes to the Big Z for support and Info!
Attachments
screen00235.png
(847.56 KiB) Downloaded 2 times
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hoijui
Former Engine Dev
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Re: Random WIP

Post by hoijui » 01 Dec 2011, 22:03

wow cool! :D
well done you two! i like picassos the most so far (and the sample tex also looks good).
though.. maybe i just don't like the others very much, cause they remind me on the old games, with their monotonic gameplay.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT » 01 Dec 2011, 22:50

Its a nice first step.. but the real holyShit grail would be a city like this

Image as background... in a mixture... first some nearby towers as polygonmodell, then a skybox, the smog of the city below to hide the merching... and above and below that all, flying bitmapvehicles. Would be a real eye-opener. SC2 is currently going for that.

Image

Good its going where i wished i could have aimed Nightsky Opera too. Future is so retro-
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smoth
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Re: Random WIP

Post by smoth » 02 Dec 2011, 00:58

You could do this with the already existing engine if you would just make a bunch of generic building objects for scenery and we were able to designate areas as "no go" zones instead of water/land.
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