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Author Topic: New Content Incoming  (Read 20613 times)
Stahlhagel
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« on: January 10, 2013, 10:17:34 PM »

content is incomming. theres a new servo skull incomming , a munitorum supply shrine, and imperial steet lights for walls and with a stand. ill soon start forgeworld generators, barricades, sandbags and such.

im tired of hl props. away with that shit, its time for some map oriented content.

i want you guys to come up with maps which have a theme, a setting, and tell me what ever the hell you need for them to make your visions come true. since meshes have limited capabilities, well have to do with models.

also, nqss start choking out some fresh textures, we still need to replace all the hl stuff we currently use...
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ChromeAngel
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« Reply #1 on: January 11, 2013, 09:33:20 AM »

Split this out because it seemed off topic.

Obvious HL props to replace:
Small wall mounted interiour lights (as used in all of Typheron's maps)
Civilian vehicles and wrecks as using in Lycantium
Various sizes of industrial piping as used in several maps
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Stahlhagel
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« Reply #2 on: January 11, 2013, 12:59:53 PM »

nothing easier than that. next thing were wall lamps anyway. id like to see civilian machinery artwork, becasue 40k lacks severely in that sector. also, the new ammopoint is ready, i want you to say which version you want though before i start uv mapping.
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Stahlhagel
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« Reply #3 on: January 11, 2013, 06:45:33 PM »

update: imperial light posts and wall lamps are ready for texturing.

the ammo shrine is ready too btw

, i want you to decide which version you want before i start uv mapping though. it will need a small animation. is it possible to make translucent textures like, a  forcefield texture which you can see through ?

next up is the forgeworld generator, i should look into those grenades for the assault marine.

melta bombs anyone ?
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Dark Marine
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« Reply #4 on: January 12, 2013, 08:37:23 AM »

This all sounds very nice.

What about a Space Marine statue? We had one for RS1. You can see that Ngss use some HL² statues on tarsis, which could be replaced.

Personally I have no wishes for models, because I still havent a concept for my new map.
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Stahlhagel
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« Reply #5 on: January 12, 2013, 10:16:01 AM »

i could do some monk statues, but proper marine statues would require whole new model, youll have to be a bit patient for that one
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Dark Marine
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« Reply #6 on: February 17, 2013, 10:20:42 AM »

Atm I try to replace some HL² lamps with the new ones in city conflict. Is it possible to give them a glowing texture? Especially the street lamp with the stand looks odd with a light entity on it, because the lamp will be just illuminated and dont light itself. This looks odd.

I have an other question. Are the effects for the skybox in the alpha already and when yes, where can I find them (which entity is needed for them)?
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ChromeAngel
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« Reply #7 on: February 17, 2013, 11:44:45 AM »

Atm I try to replace some HL² lamps with the new ones in city conflict. Is it possible to give them a glowing texture? Especially the street lamp with the stand looks odd with a light entity on it, because the lamp will be just illuminated and dont light itself. This looks odd.

I have an other question. Are the effects for the skybox in the alpha already and when yes, where can I find them (which entity is needed for them)?

The new lamp prop ( models/props/prop_lamppost_2.mdl ) should have it's lamp self illuminated.  I'm updating the old one to include lit and unlit skins in the next patch.

You should use the info_particle_system entity to add environmental particle effects, the systems created for EX by VMan are in env_effects.pcf .  You'll need to launch the game in tools mode so you can get the actual effect names wanted by the entity.
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