Modeling

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Jonas
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Post by Jonas »

No no that won't be necessary, I have some creative editing planned. Go ahead and concentrate on finishing what you're doing :)
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Trestkon
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Post by Trestkon »

Are you saying we don't need the space station model for the docking video, anymore?
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Post by Trestkon »

Oh wait, I think I just got it.

We can always work on the intro video, in the meantime.
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Post by Jonas »

Exactly.

And the Narcissus ending.
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Phasmatis
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Post by Phasmatis »

The "helios" ending part of the space station is going to be a problem as in I can't depict it in the datavault image like all the others, it's so complicated. I can hower do a seperate datavault image for that part, how do you guys feel about that?
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Jonas
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Post by Jonas »

Hey Phas, you can just make an arrow that points out of the image towards it and with the text "AI Interface Room" to show what's that way.

You could also leave the text and arrow to me.
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Phasmatis
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Post by Phasmatis »

I've got the basics of the AI Interface but the rooms just before it are too complicated to show because there are too many floors and a load of steps leading to other parts, if this is ok to leave as it is then that's cool.

Image

The colour isn't final btw, I'll sort that once everything else is done.
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Post by Jonas »

Hey Phas, that's perfect, the intricate rooms next to the AI room are maintenance tunnels and similar and don't need to be on the map at all. I see you split up the floors that are on top of each other, which I think is great, we'll just have to make sure it's absolutely clear how they're connected (we'll probably use arrows like on the Bioshock maps, right?). Finally, the tunnels leading into the security module should probably not be on the map, similarly to how the tunnels near the AI room aren't.
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Phasmatis
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Post by Phasmatis »

Ok cool, that makes it a lot easier. I thought I could use colour codes, so the entrances to each seperate part can be red/blue/orange. So you can see how they match up, if you get what I mean. I'll post a render later.

I don't know which bit is the security module so I'll have to take a look at the map but I'll get rid of those tunnels.
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Post by Jonas »

The security module is the one in the lower left corner, and the tunnels I'm talking about are the ones that currently hover just over that module, in the middle left of the image :)

Oh btw, you may want to switch around the floors in the office module so the admin office is connected to the other offices and the restaurant is off to the side, rather than the other way around. I just think people expect the top floors to be disconnected rather than the lower floors, so it'd be more intuitive that way.
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Clandestine
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Phasmatis
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Post by Phasmatis »

I was looking at your blog yesterday and saw the Downtown sector map. I think that looks way better than this 3d space station map does. I could probably do SS03 easier if I did it flat as well. How do you guys feel about that?
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Post by Trestkon »

Hmm, it might be a bit inconsistent to have one 3d and one 2d, but if it would work much better, than I don't see a problem with it.

Also, CnC 3 today? Jonas borrowed a copy so he could join in as well.
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Post by Jonas »

But the reason for making it 3D is that SS03 is really vertically laid out. You can show that much better with a cross-section than with a bunch of disconnected 2D maps.
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Clandestine
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Phasmatis
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Post by Phasmatis »

The thing is, because it's so complicated, I can't change things easily. Making it flat helps me enormously and the walls don't hide parts that I need to show.

I'll work on it some more then at the end I'll make the decision, it's easier to make walls from a flat map than adjusting the ready made walls.

I'll come on MSN and we can have a game of CnC. :D
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Post by Phasmatis »

Jonas, could you do me a big favour (when you're not too busy, no hurry) ? I'm not sure what security tunnels need to be removed from the datavault image, could you mark which ones you mean?

Cheers.
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