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need help and ideas with hood

Posted: Wed Aug 27, 2003 7:11 am
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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Wave height we dont need no stinkin wave hieght

Posted: Wed Aug 27, 2003 8:48 am
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

Posted: Wed Aug 27, 2003 9:02 am
by Alcoholic
I wanna make a ship map out of it. 8-)

Posted: Wed Aug 27, 2003 9:24 am
by jv_map
It's amazing :shock:

Posted: Wed Aug 27, 2003 9:37 am
by HappyChappy_7000
kOOl
I like the turrets
Image

Posted: Wed Aug 27, 2003 11:03 am
by Hunter
Any chance of shooting with the turrets?

Posted: Wed Aug 27, 2003 12:31 pm
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.

:)

Posted: Wed Aug 27, 2003 12:47 pm
by Major Pain
Nice work sumo!!!!!!! :shock:

Posted: Wed Aug 27, 2003 11:00 pm
by matt_moh
Wow! Looks great!

Are you going to make this into a playable map?

Posted: Wed Aug 27, 2003 11:36 pm
by Alcoholic
I'm looking forward to these maps sumo. :)

Posted: Thu Aug 28, 2003 12:37 am
by Jack Ruby
Beautiful ship, thats many many hours of work, sumo it looks great, make the buildings look equally nice, good job :)

Posted: Thu Aug 28, 2003 12:40 am
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.

Posted: Thu Aug 28, 2003 4:31 pm
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!

Posted: Fri Aug 29, 2003 12:09 am
by Alcoholic
Look at the face count! 33000!!!!

My god Gordon what are you doing? :P

Posted: Fri Aug 29, 2003 12:38 am
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.