1. Post #1001
    Lord Hayden II's Avatar
    April 2009
    905 Posts
    whats the new size after deleting the temple?
    Big.
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  2. Post #1002
    Boba Fett's Avatar
    July 2010
    1,869 Posts
    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 ?
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  3. Post #1003
    tikay's Avatar
    November 2009
    459 Posts
    I'm probably a bit too late on this but you could keep the temple and use it for another project because that is some damn fine work you did on it.
    Meh. The brushwork in the corridors is bland and simple. I have no ambition to make a full map out of it. Especially because I simply took most of the temple out of another old abandoned map of mine.

    whats the new size after deleting the temple?
    It didn't help much. I had to delete another area of Destiny to battle the max_map_brushes problem. It's a kind of important area, but I didn't reveal it yet, so no harm done to you. :fuckyou:


    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 ?
    I thought of the logistical problems. :smug: There's an opening over the gate, like in the fourth picture. The locals either brought the gate in there or through one of the collapsed corridors.

    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.
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  4. Post #1004
    Gold Member
    fdinasty's Avatar
    September 2006
    823 Posts
    It didn't help much. I had to delete another area of Destiny to battle the max_map_brushes problem. It's a kind of important area, but I didn't reveal it yet, so no harm done to you. :fuckyou:
    if you ever had any marginal plan to do "it", then i'd kill you if it was the bridge :kakashi: *ninja*
    ok, jokes aside... hope the max_brush limit is further away now so there's more space left to work with...
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  5. Post #1005
    Otherworldy Aviation Enthusiast
    Flyboi's Avatar
    May 2007
    658 Posts
    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:
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  6. Post #1006
    tikay's Avatar
    November 2009
    459 Posts
    @fdinasty
    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. :/

    @Flyboi
    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.
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  7. Post #1007
    Gold Member
    dije's Avatar
    December 2008
    4,334 Posts
    @fdinasty
    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. :/

    @Flyboi
    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.
    Try making doorframes and stuff, models with propper.
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  8. Post #1008
    tikay's Avatar
    November 2009
    459 Posts
    That's what I do since the beginning. There is nothing left for Propper...
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  9. Post #1009

    June 2011
    13 Posts
    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?
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  10. Post #1010
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  11. Post #1011
    ConArtist's Avatar
    June 2011
    216 Posts
    yeah, the starfield/little rock particle/debris things are sexy
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  12. Post #1012
    Boba Fett's Avatar
    July 2010
    1,869 Posts
    Ah yes right, well hopefully you'll work things out :)
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  13. Post #1013

    June 2011
    1 Posts
    Meh. The brushwork in the corridors is bland and simple. I have no ambition to make a full map out of it. Especially because I simply took most of the temple out of another old abandoned map of mine.


    It didn't help much. I had to delete another area of Destiny to battle the max_map_brushes problem. It's a kind of important area, but I didn't reveal it yet, so no harm done to you. :fuckyou:




    I thought of the logistical problems. :smug: There's an opening over the gate, like in the fourth picture. The locals either brought the gate in there or through one of the collapsed corridors.

    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.
    Why don't you put the off-world stuff on a different map? That would give you enough space on Destiny, right? I'm not an expert, so don't now how these things work, but I for one would be satisfied if we can only walk around on the Destiny. :)
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  14. Post #1014
    Iziraider's Avatar
    August 2009
    1,387 Posts
    Why don't you put the off-world stuff on a different map? That would give you enough space on Destiny, right? I'm not an expert, so don't now how these things work, but I for one would be satisfied if we can only walk around on the Destiny. :)
    If the whole map is only destiny, then there would be no reason to use the stargate, and that would pretty much suck.
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  15. Post #1015
    Boba Fett's Avatar
    July 2010
    1,869 Posts
    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.
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  16. Post #1016
    reflez's Avatar
    April 2011
    30 Posts
    need i remind you that it is not up too you, and that would just take way more time
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  17. Post #1017
    tikay's Avatar
    November 2009
    459 Posts
    Why don't you put the off-world stuff on a different map? That would give you enough space on Destiny, right? I'm not an expert, so don't now how these things work, but I for one would be satisfied if we can only walk around on the Destiny. :)
    The others got it right.

    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.
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  18. Post #1018
    tikay's Avatar
    November 2009
    459 Posts
    I messed around a bit with Icarus base. Added smoke/dust as a result of the bombardment, rotating siren light, fans, some wires, fuse boxes and debris for the cave-in. And overlays here and there to break the repetition of the floor.

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  19. Post #1019
    Otherworldy Aviation Enthusiast
    Flyboi's Avatar
    May 2007
    658 Posts
    Icarus base looks really nice now, those smaller details make all the difference!
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  20. Post #1020
    Gold Member
    dije's Avatar
    December 2008
    4,334 Posts
    Do those fans rotate? :ohdear:
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  21. Post #1021
    tikay's Avatar
    November 2009
    459 Posts
    Do those fans rotate? :ohdear:
    Is that a bad thing? :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.
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  22. Post #1022
    Gold Member
    dije's Avatar
    December 2008
    4,334 Posts
    Is that a bad thing? :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.
    You can't remove the cave-in, as it's a model, but if you propper it you can disable it

    Edited:

    And it wasn't a bad thing :buddy:

    Edited:
    Also, could you upload a video of it when you're done? I'm eager to see how it works :smug:
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  23. Post #1023
    tikay's Avatar
    November 2009
    459 Posts
    You can't remove the cave-in, as it's a model, but if you propper it you can disable it
    If it would be a model, I wouldn't need to propper it, would I? :colbert:

    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. :/
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  24. Post #1024
    Gold Member
    fdinasty's Avatar
    September 2006
    823 Posts
    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:
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  25. Post #1025
    Gold Member
    dije's Avatar
    December 2008
    4,334 Posts
    If it would be a model, I wouldn't need to propper it, would I? :colbert:

    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. :/
    Does terrainmorph even work?
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  26. Post #1026
    tikay's Avatar
    November 2009
    459 Posts
    No idea. I just know it exists, but I never tried it.
    If not....Propper can convert displacements, too. :keke:
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  27. Post #1027
    Gold Member
    dije's Avatar
    December 2008
    4,334 Posts
    No idea. I just know it exists, but I never tried it.
    If not....Propper can convert displacements, too. :keke:
    That's what I was thinking of.
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  28. Post #1028
    tikay's Avatar
    November 2009
    459 Posts
    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!

    Now uploading...

    Have fun!
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  29. Post #1029
    Sheppy's Avatar
    June 2010
    58 Posts
    Awesoooooooooooooommmmmmmme Good Job!!!
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  30. Post #1030

    April 2011
    601 Posts
    OH crap, the dust falling of the roof when the base is hit was really nice :D
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  31. Post #1031
    808&808&808&808&
    Aspen's Avatar
    December 2010
    1,972 Posts
    yes, it's a particle effect. it's amazing when it's used correctly.
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  32. Post #1032
    Crys73196's Avatar
    March 2011
    58 Posts
    You used the my sounds the map :P
    I like it :D
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  33. Post #1033
    tikay's Avatar
    November 2009
    459 Posts
    Thanks everyone.

    yes, it's a particle effect. it's amazing when it's used correctly.
    Actually, that's a shitload of env_dustpuffs. Extremely expensive and one of the main reasons for my Edict problem.
    That's why I'm indeed working on a custom particle effect to replace the current setup.

    You used the my sounds the map :P
    I like it :D
    What? No. The alarm and impacts are from freesounds.org .
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  34. Post #1034
    Crys73196's Avatar
    March 2011
    58 Posts
    http://www.megaupload.com/?d=1LJNNQ0U

    I thought of these :)

    The section sounds :) A B etc :)
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  35. Post #1035
    808&808&808&808&
    Aspen's Avatar
    December 2010
    1,972 Posts
    hahaha denied
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  36. Post #1036
    Boba Fett's Avatar
    July 2010
    1,869 Posts
    nice + lol raw video format sgould always get compressed for yt purposes.
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  37. Post #1037
    doryan22's Avatar
    June 2010
    29 Posts
    AWESOMMMME!!!!
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  38. Post #1038
    tikay's Avatar
    November 2009
    459 Posts
    http://www.megaupload.com/?d=1LJNNQ0U

    I thought of these :)

    The section sounds :) A B etc :)
    Still no. Destiny background is from freesounds.org , too.
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  39. Post #1039
    Crys73196's Avatar
    March 2011
    58 Posts
    Still no. Destiny background is from freesounds.org , too.

    What the... Oo

    I hear the sound clearly and what I did.
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  40. Post #1040
    tikay's Avatar
    November 2009
    459 Posts
    Then you should go see a doctor.

    It's this one:
    http://www.freesound.org/samplesViewSingle.php?id=45347


    Anyway guys, I'm away until tomorrow evening. Don't make a mess!
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