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CMDBob

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CMDBob last won the day on December 26 2018

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About CMDBob

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    Civilian
  • Birthday 02/21/1992

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  • Ingame Username
    CMDBob
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    Male
  • Location
    Sheffield, England

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  1. Here's some quick screenshots I've taken of RA_Bunkers and RA_TheWoodsToday. Oh, and here's a quick couple of shots from Shallow Grave, showing the gem island in the middle (that's missing from the original RA map), for reference. My own thoughts? I do quite like Shallow Grave, but I do also love The Woods Today, and with some nice work could be something really nice.
  2. The roadmap is looking really good, and I can't wait to see some of the new stuff in action. I'm really glad that there's tools being worked on to replace the ancient LevelEdit and Max 8 W3D exporter, should make modding W3D a whole lot easier with the more modern toolchains (especially 3ds max, it's such a pain building stuff in a newer version of Max and having to backport it to 8... not fun.)
  3. Just a small gap in the terrain, near the Allied hillside turret on RA_Zama. See image here: https://imgur.com/jwpxIE4
  4. Sorry I've not posted anything, I needed a bit of a break (plus work takes up a lot of the day, really...). At any rate, I've been working on the shadow issues with all the props, and I've worked out a nice, neat little solution. I light mapped it. (The first shot is a little older, before I created a proper 3ds max transparent material for the railings. Now, it's not perfect, by any means (and I still need to relightmap the shelving, as that's why there's a really strong shadow, the ambient occlusion was a bit too high, it seems. It's tweakable though.), but it's way better than it was before, AND it'll take less polygons. I still want to get some sounds added, and the chairs won't be perfect, as they aren't lightmapped (but I have, in an effort to try and help fix the shadows on them, subdivided the seat and the backrest part. I might go back and redo that a little bit.) The room lighting might still be a bit off, but it's a tradeoff, make the lights any smaller and they won't cast light properly, any larger and they'll swamp the room out. (besides, it doesn't look that much worse than the existing APB building lighting...)
  5. Since I've last shown stuff off, I've done a lot of work. Took Raap's advice in the mainframe room, and made the new supercomputer fit in better. I also took some advice from Pushwall, and added 2 new exterior doors to the building. Plus, added a small little storage closet as well, makes it feel a bit bigger inside. Then, I also went and made some new props, including some new shelving for the new storage room: As well as a new console to replace the ugly one I ripped right from Renegade: And a smaller miniconsole to replace the old Missile Silo computer box thing: (oh, and some new chairs to replace the roughly 20 poly chairs that were there before, you can see them in the pictures above.)
  6. I was going to change that texture, I noticed it looked like crap, and while it was the original texture, it's outlived it's original purpose. I've redone it with a much, MUCH nicer, higher res texture. I was also going to slap some trim down and make the edge look nicer and carved in, but forgot. EDIT: New trim. Much better.
  7. Right, couple of things: Got the computer centre version of the building pretty much done. I still want to make the oscilliscope version of the tower computer, make a new chair for everything and retexture the sit down desk console that I have at the moment, but otherwise, it's pretty much done. The big dome now has this inside it: A large supercomputer unit, in the middle of the room. The "atrium" room with the ladder to the roof now has a tonne of desks in: Many people on the Discord have said that it looks like it's out of the Facility in Goldeneye. I'd... have to agree with them. (Plus, I wish APB had more posters and stuff in it, it's kinda hard to decorate rooms like this without them... Ah well.) Oh, and one last thing, I did a new version of the Iron Curtain effect on the testbed. It's now a simple two pass material, one with the base vehicle, and then the existing Iron Curtain effect I whipped up alpha blended on top of the vehicle, so you can more easily identify the thing, but it still glows with ominous, red, invulnerable, communistical energies.
  8. I've worked something out for the Iron Curtain effect and it's test vehicle: (it's just a Tesla tank without the Tesla dome. Perfect for filling full of scientific equipment for monitoring the Iron Curtain effect.)
  9. That's a good idea, and I'll probably end up doing that. It'll be a slight squeeze, but nothing too bad. Blinkenlights! As I said on the discord, it's just one mesh for all the 32 lights, with a detail texture set to Scale and using the Step UV mapping, to go through a sheet with the brightnesses for the lamps. 8 different patterns, so 4 lights per pattern. They look quite good actually in game, too!
  10. Well, got the C unit made for the data center. Was quite fun to make, as well. Got some nice scanlines on the screens, as well as a lovely reflective effect. Just got the two other units I want to do (the blinkenlights unit, and a round, radar/oscilliscope screened unit) and then a few other ancillary props, like desks and that. Then layout of the computer center version, then onto the chemlab version with lots of barrels, vats of goo and workbenches. Then, I want to make an Iron Curtain research center version, which will combine elements from both the computer and chemlab centers, as well as a mini-iron-curtain in the largest dome.
  11. Yeah, it's handy to have inspiration. I've taken a little bit of inspiration from Team Fortress 2, as it's computers full of blinkenlights and such are very useful for ideas. I've got 4 of the big mainframe towers planned, the A unit which is just the plain box, a B unit which has a reel to reel drive on it, a C unit which will have some screens, and a keyboard attached, and a D unit which will be lots of blinking lights and such. (I plan to have some fun with the blinking lights and make them flash in patterns and that, using UV scrolling and detail textures for the brightness of the lights...) I might go and make some half height units too, and a console and that, in the same style. (Then, some simple desks as well, for the "atrium" type room.)
  12. (quick note, I wrote the majority of this a couple of days ago, but forgot to post. ah well.) Yeah, I'm more mashing them together as this "layout" is just to get some of the rooms all laid out and some of the props (such as the chemistry workbench) tested. (Testing did reveal some major alpha sorting issues with the glassware on the chemistry workbench, as they were fully transparent. Got rid of the alpha transparency, unfortunately. Ah well...) I'll probably do 3-4 variants of the interior (data vault, chemical lab, iron curtain lab and prison). For now, just want to get a few more props made up (such as a desk) and that. ---------------- Since I wrote this, I've been working on a new set of "mainframe" props, similar to the untextured wip props shown above. I've got a quick W3DView screenshot of one of them. It's not as detailed as the above props, but it'll do for my purposes. Looks a bit better than the existing one, at any rate!
  13. I've been taking the advice into account, and I've done some renovation to two of the domes, one into a computer center and the other into a bit of a chemistry lab. I've changed a good amount of the textures, to make it feel more like a clean, clinical lab. Still debating what to do with the last dome. I was thinking some sort of sciency radar... gizmo, maybe iron-curtainy, or a prison block area. Could potentially do both, for different purposes. The building looks more sciency at any rate. (It's hard to fill buildings with stuff, especially if you have to make it all.)
  14. Yeah, I did think some of the textures were too tiled. I'll probably end up re-texturing and using different, less obviously tiled textures, as well as bumping up the vertex count for the large, flat polygons. I've made a couple of "new" textures that match the colours of the building from the render, and I've remodelled the domes, so they're actual polygon domes. The main issue is props, as there's not that many "sciencey" props in APB. Hell, there's not that many props as is. I'll see what I can do, though. Put a quick snap of the "renovated" exterior with the new domes. (I still need to subdivide the mesh for better lighting...)
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