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New mission in the works.
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New mission in the works.
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blarget#



Joined: 14 Aug 2009
Posts: 625

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WOW man my brother made a tree modle 5 years agbo for descent for this island map.
i wish he still had it.
Sun Aug 23, 2009 2:48 am View user's profile Send private message Send e-mail
Ben K



Joined: 24 Aug 2008
Posts: 280
Location: New Zealand

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Restarting this in the beginning of November. Should have a few more hours in the day without studying a couple papers as well as a full-time job.
Sat Oct 24, 2009 8:33 pm View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
Ben K



Joined: 24 Aug 2008
Posts: 280
Location: New Zealand

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I've started to put the textures together. This room would work better with some tree props, though. Not going to attempt to make those out of cubes.

I'll put some fog planes in here as well to give it a bit of atmosphere. Then it needs more lights - which, again, I'm thinking of using props for.


Thu Mar 11, 2010 10:29 am View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
blarget#



Joined: 14 Aug 2009
Posts: 625

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dude that is amazing! congrats on the work! Clap
Thu Mar 11, 2010 11:44 am View user's profile Send private message Send e-mail
Kaizerwolf



Joined: 25 Dec 2007
Posts: 390

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That's just... wow...

It's amazing. Really! I can't wait to play it!

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Thu Mar 11, 2010 2:13 pm View user's profile Send private message
karx11erx
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Joined: 24 Sep 2007
Posts: 5780
Location: Wilferdingen, Germany

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You could create and use tree objects. If you wish, I could add an object property disabling collision checking for it.

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Thu Mar 11, 2010 2:34 pm View user's profile Send private message Visit poster's website ICQ Number
Pumo
D2X-XL Expert
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Joined: 25 Sep 2007
Posts: 841
Location: Here :)

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Hey Ben, it looks great!

BTW, if you want to use trees, i've used some on PM (a Beta with 3 levels that Diedel, Blarget and some others have tested) using ASE models.

If you wish, i can send you the PM beta if you want to check how i put those trees there.
It was a bit hard but the effort worths it.

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Thu Mar 11, 2010 6:28 pm View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Ben K



Joined: 24 Aug 2008
Posts: 280
Location: New Zealand

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This area won't actually be accessible, just viewable through the glass at the front. Disabled collisions may be useful elsewhere though.

I should really have a look at PM anyway, but getting statics working shouldn't be any problem; just means I have to open up Blender again until I get Maya at home.


Another part of the same complex. I'm going to add a door there.


Middle tier.


Outside the basement. The rock and concrete textures are going to need changing, I think - just not enough detail at the moment. That hole is where an airlock door is going.
Thu Mar 11, 2010 8:01 pm View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
Kaizerwolf



Joined: 25 Dec 2007
Posts: 390

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Amazing, AGAIN! You're doing an awesome job... I'll admit, I've never seen your levels before, and they look great! I would LOVE to beta test this when it comes out. Smile

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Thu Mar 11, 2010 10:56 pm View user's profile Send private message
Obi-Wan Kenobi



Joined: 26 Jan 2009
Posts: 196
Location: Tatooine

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as beta stesting goes? you can count me in too, damn that looks nice I like the dark shaded spots too, very creepy level design, makes it alot better as well.

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Thu Mar 11, 2010 11:09 pm View user's profile Send private message Visit poster's website Yahoo Messenger MSN Messenger ICQ Number
Sirius



Joined: 25 Sep 2007
Posts: 1367
Location: Bellevue, WA

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Is this the level you were formerly building in D3? It looks familiar.
Fri Mar 12, 2010 5:07 am View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
Ben K



Joined: 24 Aug 2008
Posts: 280
Location: New Zealand

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It is.

I put that one together in Blender, but on seeing no way to get that into D3 without redoing all the textures, I put that aside. At this point there's actually more capacity in D2X-XL than there is in D3.
Fri Mar 12, 2010 5:54 am View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
Ben K



Joined: 24 Aug 2008
Posts: 280
Location: New Zealand

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Well, I'm back to texturing this again, in between trying to figure out what file formats work and struggling to see anything amongst the DMB rendering bugs. Hopefully I'll have it coloured in by the end of the week, then I can start on some models.
Tue Jun 29, 2010 11:47 am View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
Ben K



Joined: 24 Aug 2008
Posts: 280
Location: New Zealand

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More of the central nervous system of the facility. The animated D3 forcefields and the screen are going to be changed to new textures, and the lighting should improve a bit with some light objects later on. I had to use flares in the big room to make things visible in the foreground.
Wed Jun 30, 2010 12:50 pm View user's profile Send private message Visit poster's website AIM Address Yahoo Messenger MSN Messenger ICQ Number
_Dorthoor_



Joined: 14 May 2010
Posts: 91

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Ben K wrote:
It is.

I put that one together in Blender, but on seeing no way to get that into D3 without redoing all the textures, I put that aside. At this point there's actually more capacity in D2X-XL than there is in D3.

How you managed to bring it to descent from Blender?
Wed Jun 30, 2010 2:09 pm View user's profile Send private message
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