TermInator525 Posted September 8, 2012 Report Posted September 8, 2012 thank you guys! I never thought I would get that much response. The left side wins, clearly. I also will do some alterations based on your criticism. :bananawrench: @ above: looking good. I love the non 90° shapes. Quote
Mazy Posted September 8, 2012 Report Posted September 8, 2012 Looks really promising Ravage, keep it up Quote
Skacky Posted September 8, 2012 Report Posted September 8, 2012 Looking good mang, I remember when you showed me the last picture. Please finish it this time. Quote
Minos Posted September 9, 2012 Report Posted September 9, 2012 Left side without hesitation, but yeah it's a tad too red. Here's a TF² map i'm working on, pl_decay, it's a badwater gametype, 4 points to cap, i try to give to it an old industrial style, and visually, everything should be angled :> . Here's the theme template Really like the simplicity in those last two screenshots, looks really promising Quote
kikette Posted September 9, 2012 Report Posted September 9, 2012 https://dl.dropbox.com/u/4055243/tr.jpg I really like this room =D Quote
cityy Posted September 9, 2012 Report Posted September 9, 2012 Put another 1.5 hours of work into this one today - not been working on it for a while. It's taking shape however. Quote
Kenturrac Posted September 11, 2012 Report Posted September 11, 2012 just some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course. Quote
kanine01 Posted September 11, 2012 Report Posted September 11, 2012 Put another 1.5 hours of work into this one today - not been working on it for a while. It's taking shape however. What game is that? Quote
e-freak Posted September 11, 2012 Report Posted September 11, 2012 just some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course. that's nice without having seen any of the flowgraph powering this I'm going to say this is probably one of the coolest examples what you can achieve with it! i guess the gun is done with a particle emitter? can you go into a few details how those assets work and how your script is setup? Quote
onji Posted September 11, 2012 Report Posted September 11, 2012 just some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course. F**k yes Quote
cityy Posted September 11, 2012 Report Posted September 11, 2012 What game is that? Xonotic - a community arena FPS running on the Darkplaces engine. Quote
Kenturrac Posted September 11, 2012 Report Posted September 11, 2012 that's nice without having seen any of the flowgraph powering this I'm going to say this is probably one of the coolest examples what you can achieve with it! i guess the gun is done with a particle emitter? can you go into a few details how those assets work and how your script is setup? thx! yeah, the gun is a mix of interactive entity and a particle emitter. i will upload the whole documented sourcefiles and a postmortem soon. maybe some people can find some inspiration in there and build up even better projects. but its true flowgraph and probably kismet 2 are some fking awesome tools Quote
selmitto Posted September 11, 2012 Report Posted September 11, 2012 that's nice without having seen any of the flowgraph powering this I'm going to say this is probably one of the coolest examples what you can achieve with it! i guess the gun is done with a particle emitter? can you go into a few details how those assets work and how your script is setup? thx! yeah, the gun is a mix of interactive entity and a particle emitter. i will upload the whole documented sourcefiles and a postmortem soon. maybe some people can find some inspiration in there and build up even better projects. but its true flowgraph and probably kismet 2 are some fking awesome tools Very nice! I'd love to see more details about that. I never played with Flowgraph. Is it really similar to Kismet? I'm asking this because there's a Unity plugin called uScript, which seems to work really the same way as Kismet: http://www.detoxstudios.com/products/uscript/ http://forum.unity3d.com/threads/84594- ... -for-Unity! Quote
onji Posted September 12, 2012 Report Posted September 12, 2012 Very nice! I'd love to see more details about that. I never played with Flowgraph. Is it really similar to Kismet? I'm asking this because there's a Unity plugin called uScript, which seems to work really the same way as Kismet: http://www.detoxstudios.com/products/uscript/ http://forum.unity3d.com/threads/84594- ... -for-Unity! Pretty much. Flowgraph allows you to do your map scripting via charts/graphs. In this example we've got the geometry for 2 lights 'ArmouryW_lightMdl1' and 'ArmouryW_lightMdl1'. On the condition of the light switch entity being in the off state, turn off the point light 'ArmouryW_light' On the condition of both light's (geometry) being destroyed, turn off the point light and disable the switch. Quote
selmitto Posted September 12, 2012 Report Posted September 12, 2012 Very nice! I'd love to see more details about that. I never played with Flowgraph. Is it really similar to Kismet? I'm asking this because there's a Unity plugin called uScript, which seems to work really the same way as Kismet: http://www.detoxstudios.com/products/uscript/ http://forum.unity3d.com/threads/84594- ... -for-Unity! Pretty much. Flowgraph allows you to do your map scripting via charts/graphs. In this example we've got the geometry for 2 lights 'ArmouryW_lightMdl1' and 'ArmouryW_lightMdl1'. On the condition of the light switch entity being in the off state, turn off the point light 'ArmouryW_light' On the condition of both light's (geometry) being destroyed, turn off the point light and disable the switch. Very interesting, thanks for the reply! I shall play a bit with uScript and create some prototypes in the future. As I can see, the experience gained with it would easily apply to both flowgraph and kismet. Cool! Quote
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