Medbay: I think you should bake the panel details into normal maps. The difference most likely wont be visible (and normal maps have better performance, usually).
You could bake an AO, too. I like the layout and details.
CP: Looks really cool!
the base obviously still needs a texture but the 'light' and the icon look very good already. We have to find a way to change color/icon dynamically though.
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JUST FOR REFERENCE, HERE IS THE CONVERSATION WE HAD IN A .TXT DOCUMENT ON DROPBOX:This document was entitled: 'medical bay + CP'Sharky: Hey this is what i've made so far with the medical bay. I need your opinion on the color also should i bake the details using normal maps?
Ande: I'll make a topic on the forum and reply there.
Sharky: Don't worry i will make it, i put it here so all can see it because not all are on the forum yet
Ande: Too late.
Sharky: Ah ok
. Just a quick note.
Anyone who want to make the emblem rotate ingame have to make a flowgraph and add Start note by left clicking and choosing add Start note. Then add a PlayAnimation note from the Animation menu.Connect the "done" from the start note to the playanimation note.
Add the entity to the playanimation note by selecting the hologram part and left clicking on the animation note and "Add selected entity". From the animation options choose animation - "default" and tick loop.
Now go ingame and the emblem will rotate.
PS: Both the hologarm part and the base should be added in the editor as Geom Entity
Andy: Why u don't export it to a .xml file and place it here?
Ande: So the base is separate and the hologram 'light' and emblem are one part?
I suppose the blue color is in the material? Or is it a texture?
I assume it's possible to change the material (at least with C++) so we could switch between red and blue materials if the CP is captured by another team. Otherwise we could just destroy the GeomEntity and create a new one with the right colors/emblems. It's possible to play animations via Lua or C++, too.
Sharky: Yes the light and the base are seperate and the color is in the textures. I think changing the textures will be easier.
Also where i should save these .xmls so they are loaded automatically or they have to be loaded manually no matter what folder they are in?
Ben2356: Very nice, control point there!
The only thing is that it looks like the exact same point from the SWBF2 (maybe that is the art direction that is desired, i dont know) also, if we are going to have ground to space and all that we should have the cp's shoot up a beam of light of the controlling faction into the sky so people in aerial vehicles can see the cp better
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JUST FOR REFERENCE, HERE IS ANOTHER CONVERSATION WE HAD IN A .TXT DOCUMENT ON DROPBOX:
THE DOCUMENT WAS ENTITLED: 'corridor_test'Sharky: I have made the main part of the corridor.Hope it look authentic.Tell me what you think about it.
This models is just for testing. A lot of details need to be done like cables, lights and armature + different corridors like left or right turn, T type corridor etc.
If you think that this effect on the walls are better than the ones on the hangar walls, I will update their normal maps also.
I changed the shape a little because it was not the proper one.I changed also the size to 75%.
I added also armature and tweeked some things so the straight corridor can be continued with placing the same part over and over again.I will upload the texture for the armature as soon as I finish it.
I added the left turn corridor and there seem to be strange effect when using dissplacement.Maybe because of the round shape but I tried almost everything and didn't find a way to fix it ;S
I resized the corridors a little to 80% from the last change ;P.Hope it's better.That way the doors (from the movie) I'm making won't be too big than normal.
Update: I added some varieties of the straight corridor.Nothing fancy but it will look better when we put more one after another.(only the walls are different.If you have any other ideas would be welcome)
rocknroll237: New corridor test 2 is looking very nice. I think you overdid the amount of icicles though!
Sharky: Thanks, I was actually thinking if I could add more icicles on the both sides closer to the cables
I added a door on one of the corridors(name: corridor_straight_wdoor_1).I would like to hear your opinion since i didn't use displacement on the wall where the door is and it was a bit tricky, because i had to heavily remodel it.
I posted a pic so you can see it easier
.
Currently i'm working on the interior where the quarters and the medic center are.If you have any refenrence it would really help because i'm watching only from the movie.
sceluk: the corridors, doors and crates are looking awesome. keep it up!