[WIP] UNSC Asis UPDATED Sept. 28
- gh0570fchurch
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True, but not quite as boxy. The boxyness is broken up with cylindrical thingies and fins and such.gh0570fchurch wrote:Well, some of you seem to be thinking that it's too boxy. Well, look at the PoA, it is also slightly boxy, it's just how the UNSC ships generally look. Think it looks very much like a UNSC ship, very nice.
It's improving, though. Keep at it.
- FleetAdmiralBacon
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None of this is a box, though. It's mostly extruded and then beveled splines all connected together, I did a lot more vertex dragging in this, and to make sure everything lines up, I only made half the model and slapped on a symmetry modifier (which I occasionally delete in order to UV the model and stuff)
So, here's a new pic, haven't worked on much, just thought I'd try and get the Halo shaders to render in 3ds Max and I also wanted to see how my custom bump map looked on the name tag. Speaking of which, since I've never done anything with bump maps, can a transparent_chicago have one? If not, it doesn't matter, I just need to grab that portion of the tile texture and line it up.

So, here's a new pic, haven't worked on much, just thought I'd try and get the Halo shaders to render in 3ds Max and I also wanted to see how my custom bump map looked on the name tag. Speaking of which, since I've never done anything with bump maps, can a transparent_chicago have one? If not, it doesn't matter, I just need to grab that portion of the tile texture and line it up.


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that's called making a mess, not modeling...FleetAdmiralBacon wrote:None of this is a box, though. It's mostly extruded and then beveled splines all connected together, I did a lot more vertex dragging in this, and to make sure everything lines up, I only made half the model and slapped on a symmetry modifier (which I occasionally delete in order to UV the model and stuff)
and it's a very basic design...
Winkie smilies are soooo overrated.
Well, Bacon, I gotta say it is an improvement over the Draco, but I'm not going to comment on the model or design, as plenty of people are doing that already. But, I think the Draco is docked a little far beneath the ship, so pull it up into the hangar a lot more.
That, and... look at the size of the Asis, and then where the Draco is. You wouldn't be able to get from one to the other if you Rocket / Crouch / Sword jumped across the hangar gap.
So, you're going to have to make an umbilical like you originally set out to do in Separated.
And please, I want to walk in the ship while it is in motion, or at least when idle. Like the Scarab in Downflow, except I don't want to take on damage while I'm walking around. Deactivate the run-over damage for the interior of the ship, or if you can't make it a separate region, deactivate it for the whole ship entirely.
Well, Bacon, I gotta say it is an improvement over the Draco, but I'm not going to comment on the model or design, as plenty of people are doing that already. But, I think the Draco is docked a little far beneath the ship, so pull it up into the hangar a lot more.
That, and... look at the size of the Asis, and then where the Draco is. You wouldn't be able to get from one to the other if you Rocket / Crouch / Sword jumped across the hangar gap.
So, you're going to have to make an umbilical like you originally set out to do in Separated.
And please, I want to walk in the ship while it is in motion, or at least when idle. Like the Scarab in Downflow, except I don't want to take on damage while I'm walking around. Deactivate the run-over damage for the interior of the ship, or if you can't make it a separate region, deactivate it for the whole ship entirely.
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- FleetAdmiralBacon
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1. The Draco is shown below the dock so that you can see it. It gets docked within the Asis.
2. It. Is. Not. A. Vehicle,
It is a map.
It will contain a full 19 floors, a greenhouse, a basketball court, a cargo bay (complete with boxes and a crane), 2 fighter docking bays, a Draco bay (on the bottom), a bridge, engine room, armory, bunks, and many other rooms I can't think of now but will while making it.
3. I've never played downflow, but I know for a fact it's physically impossible to walk in a moving vehicle. It is possible they made a damage effect that moved you, in which case you will get hurt. I tried it with the Draco, it didn't work at all.
NOTE: I will release a test map with it as a vehicle, and I may try a few damage effect-related tests to see if I can get you to walk in it, but the main use will be as a map.
2. It. Is. Not. A. Vehicle,
It is a map.
It will contain a full 19 floors, a greenhouse, a basketball court, a cargo bay (complete with boxes and a crane), 2 fighter docking bays, a Draco bay (on the bottom), a bridge, engine room, armory, bunks, and many other rooms I can't think of now but will while making it.
3. I've never played downflow, but I know for a fact it's physically impossible to walk in a moving vehicle. It is possible they made a damage effect that moved you, in which case you will get hurt. I tried it with the Draco, it didn't work at all.
NOTE: I will release a test map with it as a vehicle, and I may try a few damage effect-related tests to see if I can get you to walk in it, but the main use will be as a map.

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- gh0570fchurch
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19 floors? that's enough for each player to search search and never find eachother. tbh, that's just dumb, unless the space you can explore on each floor is minor.FleetAdmiralBacon wrote:It is a map.
It will contain a full 19 floors

Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
- FleetAdmiralBacon
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I was thinking a few floors per game type and possibly have team slayer stretch throughout the ship. Technically, that's still damage. And I don't know wether he was saying you can move in it while it's moving or if you can move when it isn't, in which case, you can move in the Draco when it's idle unless your the Driver, and that's because if you get out it'll fall. I could make the ship have a 0 gravity factor, which I've done before on a few test maps, but then it's harder to land because it might start flying away on you.rossmum wrote:Or you arrange the gametype-specific stuff (flags, hills, spawns, etc.) really, really well.
And no, just because something has a damage effect doesn't mean it has to hurt you. Every time you fire or melee with a weapon, it does a damage effect to you to cause the screen to move, shake, whatever.

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- FleetAdmiralBacon
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Cough* That is ingame. Just on my piece of trash. The one with the bumps is what it would look like on a better computer because it is a BSP and so it has bumps. The vehicle in the test map will look more like the ingame pic.FleetAdmiralBacon wrote:
EDIT: Here's a new render, just changed the nameplate. It now has a perfectly working custom bump (dang those are easy to make... I even have one of blood gulch because I got bored and might make a model of halo with all the stuff on it)

I'm working on getting a good in-game pic from someone with a better computer than me.

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plane modeling isn't the solution to everything rossrossmum wrote:I'll tell you again-
Learn to plane model. It'll help you A LOT.

then again, i use maya, and you model things in a completely different style... like jahrain said "it's like moulding clay"
hehe.
Bacon, when you're done, bake those bumps and make a specular map to match.
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You're right, it's because you use MayaReaper Man wrote:plane modeling isn't the solution to everything rossrossmum wrote:I'll tell you again-
Learn to plane model. It'll help you A LOT.![]()
then again, i use maya, and you model things in a completely different style... like jahrain said "it's like moulding clay"
hehe.
Bacon, when you're done, bake those bumps and make a specular map to match.
