need help and ideas with hood

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small_sumo
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need help and ideas with hood

Post by small_sumo »

Some may haver seen hood pics ages ago. Here is a close to done hood. I couldnt figure out how to do the hood in the ocean so I have it as shown. But it looks kinda terrible and as you can see from the fps I cannot add too much more. Though I only intend to add some boxes a crane and some gangplanks of some sort.

I need ideas, also if you think you can stick it in the ocean upload a map file with a big block (representing the hood) in the middle about 2/3rds the width of the map.

Also I could use some sugestions on choice of water, how do you limit the wave height?

Thanks guys

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Random
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Wave height we dont need no stinkin wave hieght

Post by Random »

Also I could use some sugestions on choice of water, how do you limit the wave height?
my assumption is [and we all know when you do this you make and ass out of you and umption] that no one will be stairing off at the horizon so dont even bother with waves.

Find a water texture you like and i believe their are several with out waves in em and even if there are play around with these lines in the shaders and i am guessin you can reduce the wave height or eliminate it all together.

Code: Select all

//	tessSize 128
//	deformVertexes move 0 2 2 sin -3 1 0 .1
//	deformVertexes move 0 2 2 sin 0 5 0 .05
//	deformVertexes bulge -6 6 .3
ps just tried it out and the water was as smooth as glass...wheres my wake board?

ps....s Nice lookin dingy by the way. This thing should be the map not just be in some Harbor dock. My .02
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Alcoholic
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Post by Alcoholic »

I wanna make a ship map out of it. 8-)
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Post by jv_map »

It's amazing :shock:
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HappyChappy_7000
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Post by HappyChappy_7000 »

kOOl
I like the turrets
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Post by Hunter »

Any chance of shooting with the turrets?
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small_sumo
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Post by small_sumo »

Hunter wrote:Any chance of shooting with the turrets?
You'll have to pull JV out of retirement for that lol.
Thanks guys for all your sugestions, I value all your comments. I believe I have a solution, the above map will be gloomy rainy and foggy and will be a largeish kind of obj map.
Then I will make a smaller map of the ship at see in the full bright of day. I will make a big patch mesh that will be like a bowl so from the highest point you will look right accross at the rim.
Two maps for one. Also map file will be released with the levels. All anyone can do a version of theyre own.

:)
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Major Pain
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Post by Major Pain »

Nice work sumo!!!!!!! :shock:
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Post by matt_moh »

Wow! Looks great!

Are you going to make this into a playable map?
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Post by Alcoholic »

I'm looking forward to these maps sumo. :)
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Post by Jack Ruby »

Beautiful ship, thats many many hours of work, sumo it looks great, make the buildings look equally nice, good job :)
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Post by small_sumo »

Should be out soon guys, I just have to promote my spr map first then finnish these ones off.

Thanks for your great support guys.
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Post by Slyk »

If you go with rain and fog, you should pull up some FPS. Did you build it out INSIDE the ship? Or just as we see it? Any chance you can VIS groups some areas at the far ends with thicker fog???? I could picture her sitting in the water off Scotland in the middle of the night with a fairly thick fog and rain. That would be a cool commando style assault. I'd guess you could hollow out the area below the main deck and have lots of running corridor battles in there!

Can I also assume the hull is made of patch meshes??? It is truly stunning work!
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Post by Alcoholic »

Look at the face count! 33000!!!!

My god Gordon what are you doing? :P
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Post by small_sumo »

Alcoholic wrote:Look at the face count! 33000!!!!

My god Gordon what are you doing? :P
Is that bad? Sorry I never got technical enough to take nay notice of that. Gordon lol. I recently had success making a model with milkshape so I might change my avitar ........... poor gordon.

Slyk I am guessing I will fog it up at about 4000 fp, will have to experiment. I am pretty much keeping everyone on the decks there is a way through the under the deck from end to end to break up the battle.

The hull is patch meshes, I had trouble making it all link up so I made those patch pipe things up the side. When these maps are released there will be a map file with it so I'm sure someone will fill in the underbelly of the ship and release it. Iether way you will get to see how I did it. My favourite bit is the rubber sack that is at the back of the turrets.

Today I will make a test map with all the water so I can decide what I want to do for the ocean one. Meanwhile I might go back to canal sludge for the water in this map.

Got a question should I make my worker guys (who arent dangerous) invincible so they stay or killable?

Thanks.
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