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Re: moonbase map concept

Posted: Tue Nov 26, 2013 3:59 pm UTC
by bsp1t
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's. There is much more, but I've been using that one area for testing.
Yea, the water was a pita to get right. However, I now have waterfalls, and particle shaders etc. Maybe even make an aquarium scene with fish. Because a self sustaining biodome on the moon needs more then plants for air...need fish to eat! Maybe some critters! Squirrel is on the menu!

Re: moonbase map concept

Posted: Wed Nov 27, 2013 1:49 am UTC
by ViruS
I was gonna say about that water too...

Btw, why squirrels specifically? I'm sure granger-kun would enjoy his daily meals...

Re: moonbase map concept

Posted: Sun Dec 01, 2013 8:43 pm UTC
by bsp1t
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 mapping. 95% of the map is blender exported 3ds models. Shaders are still being tweaked...

Here it is :

https://dl.dropboxusercontent.com/s/6cl ... CiqsqoJPiw


UPDATE!!! replace your plants.shader with this corrected one. Also, if you have spots etc, check your lighting. I use a single sun, and its doing what its supposed to do, some leaves cast shadows on others making them darker. Make a light source under the tree without sun and they cast on the ceiling. Also some spots are caused by the sun casting a shadow from the dome onto the tree's and the bottom leaves are obscured by the top ones. Just what its supposed to do.


https://dl.dropboxusercontent.com/s/gut ... eq20Dcu36g

UPDATE #2!!!!

THIS IS THE CORRECTED TREEPAK! USE THIS!

https://dl.dropboxusercontent.com/s/gpq ... 7WY7wb7kxQ

Re: moonbase map concept

Posted: Mon Dec 02, 2013 6:10 am UTC
by bsp1t
almost forgot

troop transporter!

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Re: moonbase map concept

Posted: Mon Dec 02, 2013 10:08 am UTC
by ViruS
bsp1t wrote:almost forgot

troop transporter!

Does it move? :)

@Unv Devs: Will newton physics be EVER completed, so we can use vehicles?

Re: moonbase map concept

Posted: Mon Dec 02, 2013 3:32 pm UTC
by bsp1t
It could...

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Re: moonbase map concept

Posted: Tue Dec 03, 2013 5:46 am UTC
by bsp1t
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.

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TEST MAP HERE

https://dl.dropboxusercontent.com/s/6cleqk4zvb6jegf/cube.pk3?dl=1&token_hash=AAFKVrN1ynqfhEYEmd0BYwXOEuDP67FW80mtCiqsqoJPiw

Shake hands with beef.

Re: moonbase map concept

Posted: Tue Dec 03, 2013 1:06 pm UTC
by ViruS
WHOLEY SHEEEETS!

Too bad my renderer is GL. (@ Kharnov: No, not a majority of people can run GL3, a fair amount of people i've talked about it says that gl3 doesn't work. No chance of an alternative? Some (the rest mainly use "sh*tg*me" or "no players" as an excuse) of those complain about unv's hardware demands, to the point they can't even visit sixthly when he's lonely... )

Btw, you should become a 3D-modeller as well.

Re: moonbase map concept

Posted: Tue Dec 03, 2013 11:40 pm UTC
by bsp1t
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we dont need no water...

Re: moonbase map concept

Posted: Thu Dec 05, 2013 10:31 am UTC
by bsp1t
Geometry test for next dome section.

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