The Electric Castle part 2 and an Aperture_lever
Quote from Farragar on December 16, 2008, 4:45 pmHey everyone, as some of you may know, and have probably forgotten, I've been working on a sequel to my original 'Electric Castle' map. To introduce the project, the first Electric Castle was a long, pretty difficult map which people seemed to enjoy, although looking back now at it now there are a quite a few small problems such as slightly mismatched textures and a few standard mapping practices which weren't followed.
Being somewhat obsessive, I've decided that the sequel will have absolutlely none of these problems, and it's almost finished! I've been working on and off between a few projects for about 7 months, and now I've only got to create the final test chamber, touch up a bit of lighting and add the ending sequence before I can release.Anyway, screenshots and then to the point:
Now in the first chamber I'm using a sort of True/False system between two levers, but I'm no 3D modeller, and I'm looking for someone who would be able to create an Aperture Science-esqu? lever model, preferably with some onstate/ofstate indicators. At the moment I'm just using a quick placeholder I made with some primitives, and while I could release with a slightly touched up version of this, I'd really appreciate it if anyone could make a slightly more professional looking model.
I've got some pretty important exams coming up and, so from now on I'm letting this out now, because I'm not going to be able get any real mapping work done until the end of January - I've got a whole bunch of important exams coming up =(If anyone interested could email (Laurence.james@gmail.com) or pm me, or if you know of anyone who may want to have a look at this, I'm not really sure how much work I'm asking of people - Please ask questions!
Thanks
Hey everyone, as some of you may know, and have probably forgotten, I've been working on a sequel to my original 'Electric Castle' map. To introduce the project, the first Electric Castle was a long, pretty difficult map which people seemed to enjoy, although looking back now at it now there are a quite a few small problems such as slightly mismatched textures and a few standard mapping practices which weren't followed.
Being somewhat obsessive, I've decided that the sequel will have absolutlely none of these problems, and it's almost finished! I've been working on and off between a few projects for about 7 months, and now I've only got to create the final test chamber, touch up a bit of lighting and add the ending sequence before I can release.
Anyway, screenshots and then to the point:
Now in the first chamber I'm using a sort of True/False system between two levers, but I'm no 3D modeller, and I'm looking for someone who would be able to create an Aperture Science-esqu? lever model, preferably with some onstate/ofstate indicators. At the moment I'm just using a quick placeholder I made with some primitives, and while I could release with a slightly touched up version of this, I'd really appreciate it if anyone could make a slightly more professional looking model.
I've got some pretty important exams coming up and, so from now on I'm letting this out now, because I'm not going to be able get any real mapping work done until the end of January - I've got a whole bunch of important exams coming up =(
If anyone interested could email (@gmail.com">Laurence.james@gmail.com) or pm me, or if you know of anyone who may want to have a look at this, I'm not really sure how much work I'm asking of people - Please ask questions!
Thanks
Quote from VictoryIncandescence on December 16, 2008, 11:25 pmHow did you make the thing in the third screenshot? Is that a brush?
What texture or particle effect did you use?
How did you make the thing in the third screenshot? Is that a brush?
What texture or particle effect did you use?
Quote from Farragar on December 17, 2008, 3:35 amThat's four brushes at right angles to each other, using one of the standard combine forcefield textures. I'm not sure which, but when I get home I'll find you the texture name.
Edit: The specific texture is effects/combineshield/comshieldwall3 although there are quite a few variations
That's four brushes at right angles to each other, using one of the standard combine forcefield textures. I'm not sure which, but when I get home I'll find you the texture name.
Edit: The specific texture is effects/combineshield/comshieldwall3 although there are quite a few variations