| Hoth interior model discussion | |
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+5rocknroll237 sceluk Lephenix SharkYbg Schlechtwetterfront 9 posters |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: Hoth interior model discussion Tue Apr 30, 2013 10:23 pm | |
| Good, i like them props. I wasn't sure if i should put it here ;P. I have done some blocking out of the Echo Base( without the Ion control part) and I think i fixed the lightning in the Main hangar. I have updated the level also in megacloud so you can see it. Those circles represent the bunkers.I have added some things from myself so tell me how is it not only for them but for all. - Spoiler:
Last edited by SharkYbg on Wed May 01, 2013 2:38 am; edited 1 time in total | |
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: Hoth interior model discussion Tue Apr 30, 2013 10:40 pm | |
| Which hangar is the front hangar with the Snowspeeders?
The small tunnel from the mid part (the lighted tunnels) to the left is a bit straight. Maybe put one of those 'craters'/holes in there like the one you can see on the Echo Base map (in that book) and like the ones SWBF had (there were bridges over them)?
And I think we should have some small rooms or just alcoves along the straighter tunnels where players could temporarily hide.
The Vis area rendering 'bugs' look pretty awesome BTW. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: Hoth interior model discussion Wed May 01, 2013 1:12 am | |
| The bottom one if supposed to be the main hangar, it has less tunnels leading there.
That mid tunnel was one of my ideas to shorten the length if someone want to go more quickly from left to right for example, otherwise he will need to go trough the hangar and etc. Another of my ideas was that "room" looking to the back hangar from higher ground(where those planes leading up are behind the hangar).
I agree with that straight tunnel i will think about that corridor how to make it better. Also that was one of my ideas, to put a natural cavern with a bridge on one of those long corridors but maybe that place where you are saying isn't the best one, probably on the "right" where the corridors lead to the one of the bunkers?
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sceluk void Work();
Posts : 364 Join date : 2012-11-07
| Subject: Re: Hoth interior model discussion Thu May 02, 2013 3:38 am | |
| Remember to think about gameplay though, about that mid tunnel. It might make it too easy to defend or too easy to attack since they have speedier access. Going through the hanger\back areas will make it much harder for the attackers. With that tunnel they can just cut through from the main into the back. It cuts out the back area as well, as no one will need to go there. Rest looks cool. Good work man. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: Hoth interior model discussion Fri May 10, 2013 6:23 am | |
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Last edited by SharkYbg on Fri May 10, 2013 6:43 am; edited 2 times in total | |
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Altureus Lead 3d guns Artist
Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
| Subject: Re: Hoth interior model discussion Fri May 10, 2013 6:35 am | |
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Varegg
Posts : 15 Join date : 2013-05-03
| Subject: Re: Hoth interior model discussion Fri May 10, 2013 8:05 am | |
| Okey, I don't know if this is the right place to post this but i'll try! First step of the bunker is done, (I think) I now just need to make some other parts for it. Piping, suporting pillars, stairs and whatever... The render looks allitle odd, becouse of the shadows in 3ds max. - Spoiler:
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: Hoth interior model discussion Fri May 10, 2013 8:33 am | |
| Nice start, some things tho: - The plates on the angled part on the top are a bit overdone, I think fewer 'divisions' or repetitions would look better. - The top of the cylinders and the main bunker look weird, mostly the transition and those fat dark lines. - The bunker has an entrance to the tunnels in the back. - And the last thing (I promise), on that angled part on the sides, coming from the top of the bunker, the transition could use some work. Keep it up. | |
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sceluk void Work();
Posts : 364 Join date : 2012-11-07
| Subject: Re: Hoth interior model discussion Fri May 10, 2013 10:52 pm | |
| Looks Good, but I got a few nitpicks. This is a BUNKER The 'window' and door should be much smaller. | |
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Guest Guest
| Subject: Re: Hoth interior model discussion Fri May 10, 2013 11:40 pm | |
| Has anyone done a 3D capture of anything from BF2? Would be very useful as reference from all angles. |
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: Hoth interior model discussion Sat May 11, 2013 12:15 am | |
| I can get any model from SWBF1 and 2 as anything Softimage can export. | |
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Varegg
Posts : 15 Join date : 2013-05-03
| Subject: Re: Hoth interior model discussion Sun May 12, 2013 12:07 pm | |
| Had allitle spare time, so I made out some ice blocks... Not that we have to use them, they are more like a suggestion on what we could maybe have placed around inside and outside on Hoth.. - Spoiler:
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: Hoth interior model discussion Wed Sep 11, 2013 5:28 am | |
| I have updated the map so it looks kinda decent just enough so you can preview it in the new CryEngine 3.5.3. It's located in the Levels folder and named Hoth_updated (not the best name I know ;d). Note that voxel painter as well as some features doesn't work in the new cryengine yet so i didn't spent much on the environment and TOD.
So what we need now is opinions what is done so far on the bockout of the map and decide what needs fixing and if there should the things to add or edit. | |
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: Hoth interior model discussion Thu Sep 12, 2013 1:01 am | |
| I will take a look as soon as it's downloaded... Which has taken 11 hourd by now.
We should make a new folder like SWBattlecry_3_5 or something for the new engine. It's different enough I guess. And then we don't have to use _updated or any similar naming conventions. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: Hoth interior model discussion Thu Sep 12, 2013 1:19 am | |
| Yea its good to make a new game folder for the new engine while having on the other side the old game folder in case we need it. Otherwise it will get quite messy. I think we only need to move the objects since we don't want to have them on 2 places. They should work fine on both engines except entities. | |
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: Hoth interior model discussion Thu Sep 12, 2013 1:48 pm | |
| Yes, from now on all new stuff goes into the 3.5 folder. And al the ported stuff, too. When we have everything ported we can delete the old folder. At the same time we can organize the existing stuff a bit better. For example the command post objects are still in the EchoBase folder. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: Hoth interior model discussion Thu Sep 12, 2013 7:17 pm | |
| Organizing is always good.The command post need reexporting , like a few other model and i will properly place them when exported to the new engine. | |
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