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[WIP] Cliff Base
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GERage
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 PostPosted: Fri Jul 03, 2009 6:21 pm    Post subject: [WIP] Cliff Base Reply with quote Back to top

I'm back everyone!
My next project, the sequel to Storage (Cliff Base), is in the works. Here are a few areas to get a feel for what it could look like (feel free to suggest changes).

Cliff Vista:


Hallway:


Glass Tube:
 
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Dragonsbrethren
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 PostPosted: Fri Jul 03, 2009 6:27 pm    Post subject: Reply with quote Back to top

Looks pretty cool so far.
 
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Wreck
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 PostPosted: Sat Jul 04, 2009 2:31 am    Post subject: Reply with quote Back to top

I like the hexagonal catwalk area.
The ceiling light fixture looks cool, too. Smile
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Entropy Soldier
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 PostPosted: Sun Jul 05, 2009 4:58 am    Post subject: Reply with quote Back to top

i really like that glass tube idea.

it would actually be possible to make the entire thing glass by stretching a clipping from one end to the other and replacing the walkway with another pane of glass.
 
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GERage
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 PostPosted: Sun Jul 05, 2009 7:36 pm    Post subject: Reply with quote Back to top

Entropy Soldier wrote:

it would actually be possible to make the entire thing glass by stretching a clipping from one end to the other and replacing the walkway with another pane of glass.


Never knew you could do that! Might as well try it. Smile

But meanwhile, I'm having a few problems aligning the glass tube properly...any idea of what's happening?

In Editor (how it should appear):


In-game:
 
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Entropy Soldier
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 PostPosted: Sun Jul 05, 2009 8:00 pm    Post subject: Reply with quote Back to top

ah, it did that to me in compound, but i think I've figured it out

your using the "insert special objects" for this, right?

anyway, the height modifier (green arrows) seems to have no use...but apparently it offsets the where the glass appears (i think it makes the glass block thicker, but it only draws one side so it appears to just push it away). When you use the "all expand" function (purple arrows) it also seems to raise the height value too.

What you want to do is use the green arrows to make the value as close to 0 as possible (if it is zero the "default dimensions" mode kicks in and the glass becomes a square in the editor). There might be a more efficient way to do this, but i just solved the problem myself an hour ago, so i'm not aware of it.


Anyway, hope you can get this working. that glass tube looks really neat.
 
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GERage
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 PostPosted: Sun Jul 05, 2009 8:28 pm    Post subject: Reply with quote Back to top

The tube isn't a special object, but I'll try your helpful advice on the unaligned glass panes making it up.
 
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SubDrag
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 PostPosted: Mon Jul 06, 2009 2:03 pm    Post subject: Reply with quote Back to top

Editor may not be perfectly doing glass, though I thought I had that working. It looks very cool but alas prob trial and error will be it...
 
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GERage
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 PostPosted: Mon Jul 06, 2009 2:21 pm    Post subject: Reply with quote Back to top

Sadly it didn't work. Sad Shrinking the height isn't making the glass align perfectly; the glass only APPROACHES perfect alignment. Thanks for the advice anyway.

Edit:
Sub, you're right. The tube's aligned after many attempts!
 
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GERage
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 PostPosted: Sat Aug 08, 2009 11:27 am    Post subject: Reply with quote Back to top

Made some progress in the last month! Some new rooms....

Finished Glass Tube:


Meeting Room*:


Lab Area:


Nearby Room:


Another Tube:


Cave:


Water Room**:


*The hole is there for a reason; I won't spoil anything!
**The water animates, but lines appear on it for some reason.
 
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DF Ank1
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 PostPosted: Sat Aug 08, 2009 11:36 am    Post subject: Reply with quote Back to top

HEY MAN IT IS AMAZING THIS MAP. IT LOOKS VERY COOL. I think i would need month, to create such a levle, but maybe not.

But GERage, you make this very good. Maybe this one would going to be my favourite map. Yeah
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Entropy Soldier
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 PostPosted: Sat Aug 08, 2009 3:17 pm    Post subject: Reply with quote Back to top

Glad you could get the glass tube working, i really like it. Though i've noticed it doesn't have the ring in the middle like the first image. Oh well.


hmmm...I'd say try to spice up the walls a bit. Right now they're quite bland. Perhaps do what you did with the pillar, make the bottom half tile, and the top half the texture you have now.
 
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GERage
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 PostPosted: Sat Aug 08, 2009 5:42 pm    Post subject: Reply with quote Back to top

Bad news ES. I tried tiling the walls of the lab, but when I converted it to GE format, the tiled section of the wall had a lot more tris than expected. Since lots of tris = framerate drops, there is a dilemma here.

Either it's bland walls with a high framerate, or cool walls with some slowdown. Which to choose? Confused
 
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radorn
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 PostPosted: Sat Aug 08, 2009 6:56 pm    Post subject: Reply with quote Back to top

luv da toob Wink
 
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Dragonsbrethren
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 PostPosted: Sun Aug 09, 2009 12:20 am    Post subject: Reply with quote Back to top

GERage wrote:
Bad news ES. I tried tiling the walls of the lab, but when I converted it to GE format, the tiled section of the wall had a lot more tris than expected. Since lots of tris = framerate drops, there is a dilemma here.

Either it's bland walls with a high framerate, or cool walls with some slowdown. Which to choose? Confused

You could always try opening the obj in another program and optimizing it a bit (TimEh's video tutorial shows you how to do it with Softimage).

The map looks great, by the way. The texturing in the caverns portion looks a bit off though.
 
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