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penE

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Everything posted by penE

  1. Finally found some time to work on my Mos Eisley map again lately. This is how it looks like atm: I know it's no Crysis or sth., but I just wanted to bring this to an end. Hope you like it
  2. Mh, Black Mesa has been delayed so I decided to make my own remake 2 models, the hev charger and a charger for first aid. I'll add them into a little scene I remake of the chapter we've got hostiles: the original chargers: highpoly / normal maps on lowpoly: polycount hev charger: 1010 (especially for all those cables) / polycount first aid charger: 176 Texture Sheets (50% resized): and in source engine:
  3. wah, cool setting .. and is that bjork singing in the background ?
  4. is a molestation device sth like this ? http://img5.abload.de/img/uiiuiiuiuipwxd.jpg
  5. penE

    Moon

    Uh, cool trailer .. reminds me of 2001 like others said before. The athmosphere is really great, even in the trailer, definitely have to check it out !
  6. upps, why did I post my screenshots again , must have hit the wrong button ..
  7. Thanks Deathy, now lets get back to the topic.
  8. I'm making the map, and I'll make the model. Ultradr3mer just posted his version of the dowager queen :wink: .
  9. wow, you did a full model of the dowager queen ? Nothing extraordinary, 1024² / 512² and .125 / .25 scaled textures .
  10. Yeah, of course there are different interpretations of Mos Eisley. While the concept art you posted shows a quite dirty and dark Mos Eisley, I'm aiming for the initial idea of the city of the original Mos Eisley scenes and the earlier concept arts by Ralph McQuarrie. For example, the lighting of this scene from the entrance of the cantina matchs more or less with the settings of my Mos Eisley However, the concept art you posted is damn awesome
  11. Basically with my fog_controller and the colorcorrection, but also with alot of blood, sweat and tears
  12. Good evening, Some new screenshots of Mos Eisley, showing the progress since my last post. The first screenshot shows the interior of the Star Wars Cantina. Please note that this area is still heavy wip, there'll be a lot more details and eyecatchers in the final version: some more screenshots: I'm currently working on bringing more life into the map, particle effects, more traffic in the sky, animated models and things like that. Thats it for the moment !
  13. awesome, I want it, NOW ! http://www.youtube.com/watch?v=D5v0JK9TcMo
  14. thx , I've created that effect via fog_controller + color correction. For the indoor areas I've triggered another fog_controller (onstartTouch !activator SetFogController with the fog_controller name as the parameter).
  15. Good point Deathy. The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice. I noticed Left 4 dead maps make use of a light_directional entity, that works exactly as a second light_environment. I'm quite sure L4D uses the OB engine so I'd assume that entity should be available for any OB games as well. nope, the light_directional entity is only available in L4D maps
  16. Good point Deathy. The problem is that source only supports 1 env_sun per map, so I have to find another way to make the two suns of Tatooine look nice.
  17. lol, thx popcornjake
  18. Some screenshots of my Mos Eisley map for Star Wars: The New Era. The map will include the most important sights of Mos Eisley i.e. the Star Wars Cantina, a chrashed spaceship or the dockingbay 94: For the perfect Star Wars athmosphere:
  19. looks cool ! but maybe you could make the blue a bit stronger, sth like this:
  20. damnit, thanks anyway !
  21. Hey there, is it possible to use multiple (2) raw files for the color correction of 2 different areas of a map in multiplayer ? (obox version of the source-engine) I've tried to use the colorcorrection entity, as well as color_correction_volumes, but in both versions one player controls the effect for every other player on the map
  22. very cool, especially the grass
  23. Mh, sounds horrible :-| and I thought the performence would be ok, since all lightmaps but a few exceptions have a resolution of 64 and the unseen parts of the level aren't rendered. It would be great to see some screenshots of the areas you mentioned, so that I can improve them.
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