tahts a very nice looking box.
good job :)
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tahts a very nice looking box.
good job :)
agreed, my own theories for the corners came to mind right away though before I read anything, perhaps they are shaped that way so they can be carried and/or moved on and off of shipping vessels (spacecraft of some kind) thus having the shape at each corner for maximum control and manipulation of the freight boxes, or what ever you'd be naming them. I thought possibly some sort of electro magnetic arms of some sort could "clip" or attach to the corners, then move it around and such. You could also create "shelf" type objects that fit into the hexagon shapes for when there stacked together. Idk jus thinking creatively, I like em :D
EDIT: My idea is make your fork lift use the corners to hold it kind of, if that makes sense to you... *the idea is in my head and looks right in my head, but idk how else to explain it.* XD
Thanks everyone for your comments on the crate. _@/
I'm already re-planning the box - the hexagon corners will definitely stay, but I just don't like how the ring around them turned out. I'll be making functional indentations so the clamp-lift (like a forklift, but will use clamps - get it? The clamps will grab from all four corners of the crate with eight connection points) will be able to grab them easily, as well as allow the boxes to be stacked and held in place when spacers are used in between layers.
Also, I've just about finished the 2-d layout for the intended level, and I am glad to say that everything effortlessly fell in to place. I still have no idea how I even got so much work done on the layout in so little time, let alone got the idea. It is quite unlike any other map concept that I've had in the past, yet it makes perfect sense to me. I have completed the weapon/player/scenery/flag/hill/ball/checkpoint spawns and am quite happy with the results.
The history the map's setting is an abandoned military storage/shipping facility, and is thus quite industrial (chain-link barriers, fluorescent lighting, ventilation ducts, maintenance and elevator shafts, and a crapload - 142 as per the last layout - of boxes), but is also in a state of disrepair. The only strategically-important damage to the structure is a pair of gaping holes in the ceiling/floor of the second/third levels which allows travel between the two areas. Later on, after I've gotten the basic model in-game, I (or whoever I can get to help) will touch up the model with area-specific damage and decay.
The map was definitely inspired by Damnation, with the two bases being stripped-down versions of the parallel ramp areas. The catwalks and pathways connecting them have been completely replaced, however, with 3 levels of combat - an almost-pitch-black lower floor and a god-ray illuminated middle floor, both filled with an array of support pillars and barricades, and an open-combat landing pad on top. Each floor has numerous ways to descend, and almost as many ways (for the skilled jumpers) to ascend from one level to another.
I am currently looking for someone who can help with the skinning and HEK work, an associate, if you will. Fell free to PM me if you're interested and have the time - the 3d work should be done within the next week or so, my work schedule permitting.
Something Ive been working on lately.
http://i93.photobucket.com/albums/l4...c/pillar-1.jpg
Any complaints?
That thing on the side that looks like a blast door partially open is kinda :\
Looks really good except for that screwed up hexagon thing in the tower. It doesn't look that forunner to me. Overall good work however. Also, needs a front support because it looks really awkward with that big tower and nothing holding it up except where its attached to the base.
dude it looks like a penis.
i'm not joking.
at least my penis doesnt have "master chief shaped" crabs running all over it D:
needs work dude. you've got a massive overhang with two smaller round areas next to it :gonk: