Emon Posted April 26, 2003 Share Posted April 26, 2003 10,812 polygons of pure intimidation. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 26, 2003 Share Posted April 26, 2003 You're sick, Emon. Sick. What's it for? Way too big for a prefab, kinda ungainly for a map on its own, is it just for random modelling? It's VERY nice... Link to comment Share on other sites More sharing options...
Emon Posted April 26, 2003 Author Share Posted April 26, 2003 It's for a cutscene for a singleplayer project of mine. You'll actually be able to see through the window and into the bridge and watch all the people move around. At the same time, the whole thing is very small and fits in a 1024x2048 box. Kyle is about twice the size of the command tower. Think about that long enough, it'll melt your brain. Link to comment Share on other sites More sharing options...
Antizac Posted April 26, 2003 Share Posted April 26, 2003 Hey, it works that way in movies too... ...and it seems to work the same way in games, too. That kicks ass, Emon. You should make an 'Imperial Class' Star Destroyer, too. Just a thought. =) Link to comment Share on other sites More sharing options...
Khaza Posted April 26, 2003 Share Posted April 26, 2003 ... and how about a death star ? Ooh, that is so nice... Link to comment Share on other sites More sharing options...
master_thomas Posted April 26, 2003 Share Posted April 26, 2003 . Wow, that is a bit wasteful of your limited brush count to make something about the size of Kyle, but nice. Shouldn't the bridge be a little bigger relative to the rest of it? A Death Star wouldn't be too difficult (for someone who is better than me at vertex manipulation). 1.Take two cones 2.Alter the vertices to make domes 3.Flip one on top of the other 4.Drag some vertices very far inward (the super lazer thing) 5.Drag them in a little at the equator (the trench thing). 6.Find an appropriate texture for the lights and other details. For a cutscene of it firing, you may need a new effect for an explosion trail. Don't know about the inside, though. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 26, 2003 Share Posted April 26, 2003 Originally posted by Emon You'll actually be able to see through the window and into the bridge and watch all the people move around. At the same time, the whole thing is very small and fits in a 1024x2048 box. Kyle is about twice the size of the command tower. Think about that long enough, it'll melt your brain. So...either you scaled some models WAY down, or you just have little black collections of brushes that LOOK like people, or the bridge window is actually a camera portal to a full-size mock-up of the bridge...? *brain melts - ACK!* Originally posted by master_thomas 4.Drag some vertices very far inward (the super lazer thing) This is where, I can tell you as an experienced guy with patches, you would find it impossible. Link to comment Share on other sites More sharing options...
Pnut_Man Posted April 26, 2003 Share Posted April 26, 2003 That is a godly prefab and a cool skybox to go along with you. I definitely want to see that thing converted to Jedi Academy Link to comment Share on other sites More sharing options...
Emon Posted April 26, 2003 Author Share Posted April 26, 2003 1. Yes, I'm going to use a portal surface. 2. This map only has six brushes. The SSD is an ASE model. I am going to lower the polygon count, but the idea is to have a fantastic looking model for cutscenes, so it will remain high. 3. I will probably have low poly ISD, IC or VSD models for other cinematics. 4. The skybox is the default space skybox, I didn't make it. Thanks for the comments, everyone. I'll have some updated shots today. Link to comment Share on other sites More sharing options...
Emon Posted April 26, 2003 Author Share Posted April 26, 2003 By the way, the size of the command tower is correct; you're probably thinking of the ISD and VSD where it's much larger in relative size. Link to comment Share on other sites More sharing options...
Emon Posted April 26, 2003 Author Share Posted April 26, 2003 Omnidirectional and size pulsating light flares, like magic appears! Link to comment Share on other sites More sharing options...
Wudan Posted April 26, 2003 Share Posted April 26, 2003 Uh oh - I smell shader - pimpage! Good work on the ASE model, if you did it, if you didn't, good work on getting it in-game! Of course, some credit goes to ydnar - he rocks! Link to comment Share on other sites More sharing options...
Emon Posted April 26, 2003 Author Share Posted April 26, 2003 The original model was by Thomas Ganshorn, and was about 48,000 polys. I lowered it and got it into JO. Actually, those are fx_runners. I have their life set to like 99999 and the fx_runner only runs the effect once. It's only for cutscenes, so you won't ever see the effect die in such a short period of time. I originally had an EFX with a life of 1000 ms, and the fx_runner refiring it every 1000 ms, but for some reason it didn't match up. Getting it synchronized takes more effort that it's worth for this situation. If you're interested in light flares, I suggest toying with this technique; it's much more powerful and flexible. Link to comment Share on other sites More sharing options...
Wudan Posted April 26, 2003 Share Posted April 26, 2003 AH- fx_runners! Good job, Emon! Link to comment Share on other sites More sharing options...
Business_Eskimo Posted April 27, 2003 Share Posted April 27, 2003 Very Nice. Link to comment Share on other sites More sharing options...
master_thomas Posted April 27, 2003 Share Posted April 27, 2003 Why must so many people be so much better than me? Link to comment Share on other sites More sharing options...
Emon Posted April 27, 2003 Author Share Posted April 27, 2003 Here's an update. I changed the lighting from white to blue, adding lights to the narrow strip between the top and bottom sections, and reduced the overall polygon count to 8,770. I also fixed the light flares and changed the color of the light. Link to comment Share on other sites More sharing options...
Pnut_Man Posted April 27, 2003 Share Posted April 27, 2003 All for a cutscene..*shakes head in disgust* Simply beautiful (and the blue lights really are much more attractive) Link to comment Share on other sites More sharing options...
boinga1 Posted April 28, 2003 Share Posted April 28, 2003 SWEET NECTAR OF THE GODS!!! :drop2: Holy Moly, that is unbelievable! Link to comment Share on other sites More sharing options...
lassev Posted April 28, 2003 Share Posted April 28, 2003 Very impressive indeed. I wonder if there's some other site, where more is told about this project of yours, Emon. I have been hanging around these forums for little less than a year, yet I know nothing about it, except that your are making an SP campaign. Considering your many times proven skills and knowledge, it will be a map worth waiting, but maybe you could tell something about it. Link to comment Share on other sites More sharing options...
PRSLou Posted April 28, 2003 Share Posted April 28, 2003 Amazing! You know I really could use a model of the Death Star II for my first map...for the cutscenes, but it's not really needed, although it would be sweet. Hmmmmm...I'll talk to wedge sometime and see what he thinks. Link to comment Share on other sites More sharing options...
Emon Posted April 28, 2003 Author Share Posted April 28, 2003 I'm actually going to remodel it (I never modeled it in the first place), because I found out that this model was based off the schematic from The Essential Guide to Vehicles and Vessels, which exhibits and incorrect schematic of the Executor-class. Aye, a lot of confusion on many things for that vessel. Not to worry! The new one will be bigger, scarier, look better and run better (this one's a mess). Link to comment Share on other sites More sharing options...
War Master Posted May 9, 2003 Share Posted May 9, 2003 How long did it take you to make it and what is SSD and ASE model? Link to comment Share on other sites More sharing options...
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