Cool now I can get pissed.
Model looks good.
Textures are not the best..
A darker, more brown-ish tone would be enough imo.
However, am wondering about things concerning a certain day...you probably know what i mean, but don't wanna speak it out loud.
The textures of the bar and wall look out of place when compared to the floor and the lights running up the wall but other than that the actual model and design is awesome
tikay please visit this theard:
and read last posts) Possible made compatibility with "local gate" feature (distance between worlds etc, watch video)?
thanks in advance.
@tikay Will make rooms with shuttles, where you can just go and the control panel of shuttle?
Waiting this great map ^^
great map, you complete SGU why why did it have to go?
if you want i can help with a gatespawner
i still remember you saying this map would be released before the second season :3
This map will be released before the 3rd season though.
Why do i get the feeling, that some people are starting to get nervous? :D
This map won't be released, if we either way keep talking about a release date*facepalm myself* or doomsday will arrive.
Ok...why would he even bother updating the pics if there wouldn't be any intention to release it at all...
Just hang in there guys ^^"
The 3th season will surely arrive muuuch later then the gmod map.
Stargate Universe don't have 3th Season... XD
I'll probably end up being banned for image-macro or something like that..
To tikay again:
on this video shows how you can use "local gate" feature on your map, for destiny map this will be cool. I hope your make better map than me xD
@Alex: How did you do that, with one gate only being able to dial a single other, with all of them being local ones? Distance calculation?
Yes it work. But that domes are rly small and for bigger places need to be resized.
Will try it out.
np, i find it lulz howmuch work the sgmod had of fully rewriting the skybox code from source to make something like that, and now its a simple prefab.
hey, just a small question, will the player be able to turn the ftl effect on and off?
It's too bad that the Source-engine got such limits.. if it had the map-size limit that the Just Cause 2 engine has, well.. Destiny would probably be enormous.
1. You can see the sky spheres from destiny's obs deck and windows. The solution would be to put the worlds in Hammer beneath the destiny area. Like I pointed out in the last post, this needs alot of work re-doing stuff.
2. You can see the FTL particle effect in every sky of worlds that lie beneath destiny because it simply ignores the sky sphere models and renders the particles anyway. So this is killing the solution for problem 1...
And regarding the SG-Mod stuff: They did it much better. They changed the compile tools and have multiple "true" 2d and 3d skies, including multiple light_environments, resulting in different lighting for every area.
The sphere model fake sky is visible when you move and requires a massive 3d skybox area because the worlds are scattered over the whole grid in all three directions.
True, but if you can see the spheres can't you do a nocolide texture on the back of it ? so it won't be visible ?
Awesome Man! Have you a % of your map? Not a date just a %? =P
because of previous "problems", if we can call it that, neither a date nor a %bar should be mentioned by anyone except the mapper himself...he'll know when things are "done".
Quick question about FTL, when Destiny jumps in and out of FTL are you going to have the blur affect we see in the show?
i would not bother, it will just be more work