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rp_wip_493 - Page 2 31We have now opened a new Build server! IP: 188.165.193.102:27016rp_wip_493 - Page 2 31

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    Post by Chip Fri Sep 18, 2009 2:49 am

    First topic message reminder :

    SNIP: This picture is probably a very bad indication of how the map is now

    Progress on it is slow because of school work.

    Can you guess what it is?


    Last edited by Chip on Wed Jan 06, 2010 4:39 am; edited 1 time in total
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    Post by Unrealluke Thu Dec 24, 2009 1:57 pm

    goods great to me cant w8 to play on it i hope there lots of places to hide Smile
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    Post by Chip Thu Dec 24, 2009 5:54 pm

    The Erik wrote:
    Chip wrote:My content update was posted at the beginning of this month. Thread is new enough then, right?

    This is also an exception from that 'old-post-rule'. Like Bam said, It's a WIP, so you can update it whenever you want to.
    I'm not making the rules (okay i kindda made that one but!), but I thought I'd do something about the post-necromancy going on.

    Nevertheless, back to topic:

    Front looks good thar Chip Nice One
    But don't you think the ship should be taller when it is that long? (That's entirely up to you, I'm no designer!)

    Oh, there are a couple more decks to add beneath the ship, it'll be ~20 feet taller.
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    Post by chargers5583 Thu Dec 24, 2009 9:49 pm

    Wow, it is coming a long really well. Happy holidays as well!
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    Post by Chip Thu Dec 24, 2009 11:29 pm

    Added the outer shell of the last 3 decks. That's it for height, folks. Also added red paint for the bottom.

    The front of the ship really lacks "shape" as far as how the bow should curve inwards as you move down the ship. Because of the fact that when you play the map, you are only on the inside (Unless you are a cheater or movie maker, and either way it doesn't make much of a difference) I have deemed that a waste of time and precious map resources unless I finish the map and have not hit source's limits.

    rp_wip_493 - Page 2 Wip_4930062
    The ripples in the image are just jpeg compression, sorry bout that.


    Edit:
    Oh, and that little dot on the deck is a metro-cop body (Just to give an idea of scale).
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    Post by Bam Thu Dec 24, 2009 11:32 pm

    Chip wrote:Oh, and that little dot on the deck is a metro-cop body (Just to give an idea of scale).

    Incredible! Would also make a good RP map.
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    Post by Jacko245 Fri Dec 25, 2009 11:55 pm

    Bam wrote:
    Chip wrote:Oh, and that little dot on the deck is a metro-cop body (Just to give an idea of scale).

    Incredible! Would also make a good RP map.

    Mind you, if your gunna add it to the server, dont enable cars! imagine mini coopers flying around the ship! Very Happy
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    Post by Bam Sat Dec 26, 2009 1:12 am

    Jacko245 wrote:...imagine mini coopers flying around the ship! Very Happy

    Could be our own version of The Italian Job Wink
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    Post by Chip Sat Dec 26, 2009 6:32 am

    I have begun ground-breaking on the boiler rooms. Really seeing the size of these rooms shows me how big these boilers really were. Very, very large.
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    Post by Chip Sat Dec 26, 2009 6:35 pm

    Also, the rear of the ship has changed considerably.


    rp_wip_493 - Page 2 Wip_4930063
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    Post by Bam Sat Dec 26, 2009 7:58 pm

    Everytime I look at this thread, things are just getting better and better. Keep it up Chip Smile
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    Post by Chip Sat Dec 26, 2009 10:49 pm

    I've been trying to get the boiler room doors to look right.

    rp_wip_493 - Page 2 Wip_4930064
    rp_wip_493 - Page 2 Wip_4930065



    And my last in game screenshot of the closed door didn't work, so this hammer screenie must suffice.
    rp_wip_493 - Page 2 Capture232412345


    What do you think? How can I improve this?
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    Post by chargers5583 Sun Dec 27, 2009 1:39 am

    Chip wrote:I've been trying to get the boiler room doors to look right.

    rp_wip_493 - Page 2 Wip_4930064
    rp_wip_493 - Page 2 Wip_4930065



    And my last in game screenshot of the closed door didn't work, so this hammer screenie must suffice.
    rp_wip_493 - Page 2 Capture232412345


    What do you think? How can I improve this?

    Maybe add some steam coming out of it or like a vent in the little room. Isn't it a boiler room? Also, add some signs that have an arrow saying boiler room!
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    Post by Chip Sun Dec 27, 2009 5:32 pm

    chargers5583 wrote:Maybe add some steam coming out of it or like a vent in the little room. Isn't it a boiler room? Also, add some signs that have an arrow saying boiler room!

    The little room is just a passageway into the next boiler room. Each of the six boiler rooms are separated by a water tight door and a passageway like this one.
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    Post by chargers5583 Sun Dec 27, 2009 9:50 pm

    Chip wrote:
    chargers5583 wrote:Maybe add some steam coming out of it or like a vent in the little room. Isn't it a boiler room? Also, add some signs that have an arrow saying boiler room!

    The little room is just a passageway into the next boiler room. Each of the six boiler rooms are separated by a water tight door and a passageway like this one.

    Oh ok I get it. Maybe still add a sign saying boiler room 1, boiler room 2, etc. And After you get inside, steam rises and then you enter then next room!
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    Post by Unrealluke Sun Dec 27, 2009 10:55 pm

    this map is starting to look like its going to be dam fun i love little rooms hidden away

    i hope you make air vents you can walk around it that be fun Smile
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    Post by Chip Mon Dec 28, 2009 7:59 pm

    Unrealluke wrote:this map is starting to look like its going to be dam fun i love little rooms hidden away

    i hope you make air vents you can walk around it that be fun Smile

    There won't be air vents. There is simply too much to the map to include those.

    Although if you like little rooms hidden away, that is what most of this map is. There are literally hundreds of rooms in the ship, many tucked away in their one little sections.


    Edit:

    Which, when I think of it, would make it awfully easy to get lost in here.
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    Post by Chip Mon Dec 28, 2009 9:42 pm

    I found some nice reference pictures and (finally) a good clip from the movie Titanic on the internet and improved the Water Tight Doors:

    rp_wip_493 - Page 2 Boiler_concept0003

    Suggestions?
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    Post by Unrealluke Mon Dec 28, 2009 10:19 pm

    Chip wrote:I found some nice reference pictures and (finally) a good clip from the movie Titanic on the internet and improved the Water Tight Doors:

    rp_wip_493 - Page 2 Boiler_concept0003

    Suggestions?


    oh no titanic went down cus of them doors

    this is going to be a RP build a ship fast befor it sinks

    i hope your not going to add any ice in the map Razz
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    Post by Chip Mon Dec 28, 2009 10:47 pm

    And a working open/close sequence:

    rp_wip_493 - Page 2 Wip_4930068
    rp_wip_493 - Page 2 Wip_4930069
    rp_wip_493 - Page 2 Wip_4930070
    rp_wip_493 - Page 2 Wip_4930071
    rp_wip_493 - Page 2 Wip_4930072

    What do you think?
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    Post by Bam Mon Dec 28, 2009 11:17 pm

    Awesome! Very impressive.
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    Post by chargers5583 Tue Dec 29, 2009 12:33 am

    wow those doors are looking good!
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    Post by Chip Tue Dec 29, 2009 10:01 pm

    Made a new texture for crew areas.

    rp_wip_493 - Page 2 Boiler_concept0004
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    Post by Unrealluke Wed Dec 30, 2009 12:09 am

    looking good this map going to be great
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    Post by chargers5583 Thu Dec 31, 2009 1:56 am

    wow...could you make the pictures smaller? Because they go off the page...
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    Post by Chip Thu Dec 31, 2009 2:00 am

    This morning the map didn't compile at all. I let it sit and it froze up during vvis. Normally it takes about 35 minutes to compile but I let it sit for an hour.

    So I spent all day today trying to get VMPI (Networked Compiling) to work, but I couldn't. So in a last ditch effort to get it working I remembered func_viscluster, used it, and the map now compiles in a little under 10 minutes. Smile

    I made a new metal texture for the ship. You can see it on the rail of the topmost deck in this picture:
    rp_wip_493 - Page 2 Wip_4930073

    I also tried out the wood texture in the ship. The light is too bright as you can see but I'll correct that:
    rp_wip_493 - Page 2 Wip_4930074

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