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Thread: Quick-Crit 2008-2009

  1. #161

    Re: The Studio Quick-Crit Thread

    idgi. i fail at history.
    no really, I literally do.

  2. #162
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    I've done a tad bit more work on the crate, as to give it the ability to open. The top plates are on the same plane as the surrounding case, whereas the side plates are inset, and both of the two sets remain attached to the interior structure of the crate when the two side casings are removed. The top and bottom plates support the whole unsheathed apparatus which houses multiple smaller crates holding live and loaded munitions, and are flush with the casing's top and bottom to allow easy and safe attachment and detachment, while the two side plates contain the electronic user interface and shipping data, and are inset to prevent most damage to the already-sturdy military-grade hardware. I still have to model the individual weapons crates (and the seven highly-original and fully-planned weapons that they will contain) and the interior containment structure for the crate, but that will come in due time. I haven't been working much structurally on the intended map of late, but that is just because everything is fully planned and is just a matter of finishing the tedious work of connecting the floors to the ceilings and whatnot.

    I still am looking for someone who is willing to do basic skinning and HEK work for the map, and possibly help me with weapon tags - I have a crapload of questions, since I plan on removing standard grenades and replacing their role with each weapon's individual and unique secondary-fire mode, and need to know what I will and won't be able to implement.

    So, here's the pictures - there's not really much to show right now, but once I start with the interior and individual weapons crates it will seem a bit more functional. I still need to get a basic concept for the clamp-lift (futuristic forklift) and a few other landmark scenery items intended for the map.


    Last edited by Sever; May 13th, 2008 at 11:57 PM.

  3. #163
    got dam forumers.... SnaFuBAR's Avatar
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    Re: The Studio Quick-Crit Thread

    you've got a lot of non-planars on flat surfaces, namely the corner panels.

  4. #164

    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by sever323 View Post
    What's this supposed to be, because it's incessantly reminding me of something that I don't remember what it is

  5. #165
    Chasing Meteors Sever's Avatar
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    Re: The Studio Quick-Crit Thread

    Snaf, its just the ugly standard lighting of gmax and the way it displays triangulation in non-triangulated editable-poly planes (the hexagon is one face, rather than six triangles). I've checked the math, and its just gmax's way of saying burn in hell i<3u. And pooky, it might remind you of the Cobb crates from H2, and more specifically Elongation. Other than that, I have no idea what you're thinking of, and am probably better off not knowing.

  6. #166
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Looks good.

  7. #167
    "Think Different" Masterz1337's Avatar
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    Re: The Studio Quick-Crit Thread

    Quote Originally Posted by WMHunterTLS View Post
    Spikers are a much lighter blue than that blueish grey look you have.

  8. #168
    Post Apocalyptic Badass Corndogman's Avatar
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    Re: The Studio Quick-Crit Thread

    I think you should keep it the same color it is now though, imo it looks better that the halo 3 spiker, which is much more blue. If your going for an exact recreation though, than yes, it needs to be more blue.

  9. #169
    Senior Member Hunter's Avatar
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    Re: The Studio Quick-Crit Thread

    Better? ==>
    Last edited by Hunter; May 14th, 2008 at 04:44 PM.

  10. #170

    Re: The Studio Quick-Crit Thread

    I like where this gun is going. Now finish it mister! <>

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