Search found 53 matches
- Tue Dec 03, 2013 5:46 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
As requested, another update. Includes more test stuff and corrected trees. Ignore the black glass and missing sand (last minute shader mistake in my rush) :D some crappy sshots - this is a texture test area. Keeps hands inside the vehicle at all times. http://i.imgur.com/9yT1zro.png http://i.imgur....
- Mon Dec 02, 2013 3:32 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
It could...

- Mon Dec 02, 2013 6:10 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
almost forgot
troop transporter!

- Sun Dec 01, 2013 8:43 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
Ok here is a test map. Its just a simple test area, but i think you may be surprised. Still tweaking shaders/textures, but it shows a bit of what im going for. Trying to think outside the box.... Do a simple /map cube to load. Let me know if its cool or not..As i said, trying a new direction in mapp...
- Tue Nov 26, 2013 3:59 pm UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
Trying to go with that organic look, instead of the usuall square rooms and halls. Thats all blender except for the rocks and skybox. (rocks were easy in radiant, just make a brush and hit the rock tool - fast and easy.) Getting all my prefabs/textures/models together first, after that its all lego'...
- Tue Nov 26, 2013 1:57 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
- Tue Nov 19, 2013 5:50 am UTC
- Forum: Community Development
- Topic: moonbase map concept
- Replies: 57
- Views: 73835
Re: moonbase map concept
Finally got the sun/sky/skymap talking nice. I improved the skymap, and cleaned up the textures....
Is this the moon?

- Thu Nov 14, 2013 2:33 am UTC
- Forum: Community Development
- Topic: Treepak
- Replies: 4
- Views: 5331
Re: Treepak
I was going to add a tcmod stage, give them a bit of wind. Low on my list right now, but hey play with it. Got tons of time into this, need a break. Starting to feel like a monkey.
- Thu Nov 14, 2013 1:29 am UTC
- Forum: Community Development
- Topic: Treepak
- Replies: 4
- Views: 5331
Re: Treepak
Good news everyone! Treepak 0.1 is out, and it comes as a suppository! I'd like to get back to mapping, so if anyone wants to tweak the shader/textures please feel free to run with it. The only major problems are the specular maps, and you can easily tweak those to fit your scene. If you make a corr...
- Wed Nov 13, 2013 7:54 pm UTC
- Forum: Community Development
- Topic: Treepak
- Replies: 4
- Views: 5331
Treepak
Treepak is almost finished. Dont mind the fps, many background apps eating gpu. The ferns/ground stuff is under 30 polys. The trees are under 1k. Spam away. Tree barks are solid so you can climb up and hide in there. Also this was a simple fastvis, so dont inform me about minor shading errors, pleas...



