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Posted: Wed Dec 06, 2006 12:18 am
by Penguin
downloading and exporting :p

EDIT: I noticed that you don't have a collision or shadowvolume? did you forgot them or diddn't know about them?

Posted: Wed Dec 06, 2006 12:51 am
by Galactic_Marine
well....I didn't think it was neccessary, cause the game makes those for you...right?

Posted: Wed Dec 06, 2006 1:11 am
by Penguin
no, you have to make them yourself

Posted: Wed Dec 06, 2006 1:13 am
by Galactic_Marine
Yeah, but I mean...will anyone care if they are there or not? The computer uses original geometry for collision, and shadow volumes...is anyone crazy about shadows?

Posted: Wed Dec 06, 2006 1:19 am
by Penguin
me, lol. original geomerty for the collision on your models would lag up the game for people. Beytter to make some primitive collision mshs :p

Posted: Wed Dec 06, 2006 1:28 am
by Galactic_Marine
*sigh* fine...but maybe tomorrow, I'm kinda tired right now...

Posted: Wed Dec 06, 2006 1:36 am
by Protector_Pulch
Epena wrote:Off topic really quick--Why would you need a recon droid beacon beacon? It's kinda hard to miss a planet... :P Whatever happened to targeting systems!?

Anyways. Like Tean said, I really hope that you will separate the buildings. For the hallway textures being boring, here's a suggestion for you. Make the interior more white, and the walkways can stay the color that they are, but there's something that you should do to it most of it. Create segments in the wall. The wall seriously can't be just one piece! The walkway bottom needs lines in them. Duracrete warps under heat. :P If it's segmented, it will swell and not crack and eventually break. Add a railing to the walkway too. To the walls where it's not inside a room, make it white and shiny and in segments, like metal sheets.

Just an idea.
Well, to ensure the death beam hits the critical point where it makes the planet explode, instead of simply piercing it.

As to the segement idea: I guess you're imposing the ideals of earth's architecture on this (what isn't that wrong...usually), but the Alderaanians always had the ideal of harmony, and this hardly fits broken up walls.

Posted: Wed Dec 06, 2006 11:10 am
by Epena
...It's not broken up, I don't know why you guys think that it's ruined. It's just segmented to provide more depth and realism.

Posted: Wed Dec 06, 2006 10:13 pm
by Galactic_Marine
Alright, here are the new models:

http://www.savefile.com/files/320196

Penguin, don't ask for other things or I'll cry

Posted: Wed Dec 06, 2006 10:33 pm
by Penguin
new player models! NOW!

lol. Can't export them today, sorry. Got alot of work to get out of the way

Posted: Fri Dec 08, 2006 12:13 am
by Galactic_Marine
Ok, somebody please export, I'm sitting here checking gametoast for posts every 5 seconds...remember, the faster I get the models, the faster I can finish the map

Posted: Fri Dec 08, 2006 12:42 pm
by Epena
Have patience. Christmas break hasn't even started yet. :P

(by the looks of penguin's post, you'll only have to wait one or two days)

Oh, by the way, have you separated the buildings? If not, please do.

Posted: Fri Dec 08, 2006 6:22 pm
by PvtParts
Yeah definatly separate the buildings. If you really wanted to make it modder friendly (I wont assume youre releasing these..but regardless, your a modder too), you might even consider breaking up the peices of buildings (basically so you could sort of design your own buildings).

But if you beak them up, you can rearrange them, that way you dont have to only put them in the orginization of xsi.

Posted: Fri Dec 08, 2006 6:51 pm
by Epena
Yeah. In ZE the gap between buildings might be ALOT larger than you've expected. You can easily scrunch them together if ya break them apart. :D

Posted: Fri Dec 08, 2006 6:58 pm
by PvtParts
And yeah, you shouldnt be checking every 5 seconds.

My advice is to work on your map. If the entire thing is based around those models then you've still got a lot to learn. Give it some terrain (I understand a city being flat, but maybe have a river running around the outside of the city?

Don't know how to add water? Theres 10 minutes to read the tutorial, 30 minutes if you do so half-heartedly and miss something.

Theres a lot more you can do with a map than add models.

Posted: Fri Dec 08, 2006 8:37 pm
by Galactic_Marine
PvtParts, I've already got the terrain planned out, but as the models are the central part, I need those done first, before I can lay out everything around it. I promise you I will NOT deliver a half-finished map like before. :) As to everyone else, I don't know why you think otherwise, but yes, the models are seperate.

Posted: Fri Dec 08, 2006 11:50 pm
by car_gussy!
This map looks like its gonna be pure ownage. Keep up the good work galacticmarine!

Posted: Sat Dec 09, 2006 12:07 am
by Galactic_Marine
Santa, galacticmarine wants Softimage Foundation 5.1.1 for Christmas!

Posted: Sat Dec 09, 2006 1:58 am
by Protector_Pulch
galacticmarine wrote:Santa, galacticmarine wants Softimage Foundation 5.1.1 for Christmas!
People want many things...power, blood and luxury. But not this year: I have Santa, tied up in my basement. Merry x-mas, anyway. :twisted:

@Topic: I guess sometimes it's better to release an half-done version than having the final version as a first release, because things tend to get the more unstable the more cool features you add.

Posted: Sat Dec 09, 2006 7:52 am
by DarthD.U.C.K.
REALY WOW, great map!!!