yea think also was better to remove it, as tell me this: how did the gate/ramp got in there ? Moved by locals in 1 part ? Something that heavy seems unlikely to be moved by the locals looking to the architecture.
maybe bit far searched but yea that was the first thing i thought + goa'uld braziers doesnt really fit the whole design of the temple and SGU like Zsolt said.
I think it was a good move to remove this temple and think (looking at the brush work) helped much for your limits.
PS: If that are recent pics why did u use old SGU ramp ?
And I don't use the new ramps yet because I didn't feel like re-doing the gate spawner again. The origin of the old and new ramps differ, so the new ones are misplaced if I just edit the model's name in the spawner.
Will do that later.
ok, jokes aside... hope the max_brush limit is further away now so there's more space left to work with...
That temple would be a nice addition to the Pegasus map I'm working on.
"Recycle, the possibilities are endless!" - Yeah, entire worlds can be saved! :mmmsmug:
You can't kill me as long as you don't know where I live. :smugdog:
Without the temple, I've got ~640 more brushes to work with. That's the amount I needed to include infirmary and mess hall again. That "other" area gives additional 600 brushes. I still need to include elevators and some corridors, though. :/
Do you want it?
Seriously, the screenshots are misleading. The part of the temple I use in the map is just the gateroom, the central area with the pit and collapsed corridors. You'd have to expand it to make it more than a dead end.
I can't find the original old map I mentioned. Its gate room was large, half temple, half cave. There was a connection to the surface with a research camp at the entrance.
Also, the textures aren't mine. I got them from SGTLS or SGTC2. Not sure which one it was. So you'd have to replace them (like I planned to do) or get their permission.
If you still want it though, you can have it.
That's what I do since the beginning. There is nothing left for Propper...
I'm interested in seeing how you created the star field and ftl effect. are their any tutorial videos that would be able to help show how it's done?
I created the effect with Valve's particle editor.
Here are a few tutorials for the general use:
yeah, the starfield/little rock particle/debris things are sexy
Ah yes right, well hopefully you'll work things out :)
well you could not even use the stargate as there would be only 1.
though if this was infact for another mod, this would be the case.
need i remind you that it is not up too you, and that would just take way more time
The map is designed as multiplayer map. Trapping a bunch of people in the ship without anything to do is kind of a turn-off. And taking away the other worlds would defeat the purpose of the stargate addon, too.
I already thought about making a single-player mod out of it, so I could use map transitions, but I have my hands full with other things and this likely won't happen.
Icarus base looks really nice now, those smaller details make all the difference!
Do those fans rotate? :ohdear:
One of them does. The other one is broken.
Buuuuuut there are three switches in a corner behind the control room with which you can decide in which state the base is in.
1. bombardment: impact sounds and screenshakes all over the base, flashing lights, dust in the air, dust from the ceiling, electric arcs between the gate and ramp, rotating siren lights, one rotating fan and the annoying alarm sound :P
2. bombardment, but we're cool: impact sounds and screenshakes all over the base, flashing lights, dust in the air, dust from the ceiling, electric arcs between the gate and ramp, one rotating fan
3. we're cool: silence, clean air, no sirens, two working fans
I'll see if I can remove the cave-in, too, for the third state.
And it wasn't a bad thing :buddy:
Also, could you upload a video of it when you're done? I'm eager to see how it works :smug:
It's a combination of displacement and stock debris models. I could pull the displacement away with env_terrainmorph and the models won't be a problem, either.
And yeah, a video would be better than my wall of text and some screenshots. :/
well, i'll probably not gonna watch if there's going to be a video... :D
just to not spoil anything
although,...ah never mind...i already saw the screenshots so who cares about spoilers :q:
No idea. I just know it exists, but I never tried it.
If not....Propper can convert displacements, too. :keke:
Now there's a 13GB AVI file on my desktop. :byodood:
Need to google how to get this fucker into an upload-friendly HD format.
I forgot which codecs I used last time.
Problem solved. 100 MB is definitely better.
This tutorial rocks!
Awesoooooooooooooommmmmmmme Good Job!!!
OH crap, the dust falling of the roof when the base is hit was really nice :D
yes, it's a particle effect. it's amazing when it's used correctly.
You used the my sounds the map :P
I like it :D
That's why I'm indeed working on a custom particle effect to replace the current setup.
nice + lol raw video format sgould always get compressed for yt purposes.