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  #21  
Old 02-13-2014, 12:30 PM
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thx guys ,

still something to do. like the mirroed numbers. but the hardest part is done.
next is the Passagener Wagon and then its time to build the level

greetz
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  #22  
Old 02-13-2014, 03:01 PM
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Quote:
Originally Posted by Spaehling View Post
thx guys ,

still something to do. like the mirroed numbers. but the hardest part is done.
next is the Passagener Wagon and then its time to build the level

greetz
can't wait!
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  #23  
Old 02-13-2014, 05:26 PM
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Thats legit.. id play that.. be epic.. so... a TE map? cap the loco and you win>?
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  #24  
Old 02-13-2014, 11:03 PM
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This is pretty neat, if it could make stops, maybe have an interiors and be a tad bit wider it could make for a pretty dynamic map addition similar to how a small train was a cap zone in one of those BF4 maps. Except instead of it being a cap zone it could be used as an alternative to transports and walking across a huge field. Awesome looking worth nonetheless.

Reminds me of AS-Convoy and another UT99 obj map I can remember the name of, those were the best days.
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Last edited by Extension7; 02-13-2014 at 11:04 PM.
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  #25  
Old 02-13-2014, 11:56 PM
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Quote:
Originally Posted by Extension7 View Post
This is pretty neat, if it could make stops, maybe have an interiors and be a tad bit wider it could make for a pretty dynamic map addition similar to how a small train was a cap zone in one of those BF4 maps. Except instead of it being a cap zone it could be used as an alternative to transports and walking across a huge field. Awesome looking worth nonetheless.

Reminds me of AS-Convoy and another UT99 obj map I can remember the name of, those were the best days.
well i will fill up the passenger wagon with the standart assets of the game. iam pretty sure, there is enough to fill up a wagon ^^.

and yean AS-Convoy was my map i liked too and one of the reason for this map.

new screenshots. i think train is most part finish. maybe some details, but i will will do this some other day.

greetz
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File Type: jpg 2014-02-14_00001.jpg (61.1 KB, 65 views)
File Type: jpg 2014-02-14_00002.jpg (79.8 KB, 52 views)
File Type: jpg 2014-02-14_00003.jpg (75.0 KB, 53 views)
File Type: jpg 2014-02-14_00004.jpg (46.7 KB, 54 views)
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  #26  
Old 02-14-2014, 07:49 AM
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train looks awesome, good work
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  #27  
Old 02-18-2014, 09:11 AM
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Default Pass-Car

Hello Guys,

the Passagener Car is in progress. Its Uv-Mapped, has a Collision Model and the ground model is done for the moment. will add some details later. its not done yet. Maybe i will change some Stuff in the model too.

started texturing yesterday, but my ps-file gets damaged. then i start again, and made the ground colored stuff. i hope iam finished on friday.


greetz

edit: the poly count in the image isn't the count for the model. there a several stuff in that scene.
Polycount is ca. at 7000-8000 (nothing merged yet)
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File Type: jpg wagon_3.jpg (28.3 KB, 55 views)
File Type: jpg wagon_4.jpg (18.6 KB, 48 views)

Last edited by Spaehling; 02-18-2014 at 09:17 AM.
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  #28  
Old 02-18-2014, 10:24 AM
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I'm not sure if it's the screen shot or what, But it seems bit too long, no? Maybe my eyes are going...lol damn age.

Nonetheless, good work!
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  #29  
Old 02-18-2014, 11:00 AM
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Quote:
Originally Posted by -=}WoLvErInE{=- View Post
I'm not sure if it's the screen shot or what, But it seems bit too long, no? Maybe my eyes are going...lol damn age.

Nonetheless, good work!
well, i didnt focused sooo much on realistic scaling, i focused that we have some place for cover inside the car ^^. so it could be. every window part is modular, so i can delete or add some, not really a problem to change.

i searched for a few orientation screenshots, and in my mind its okay for playing

thx a lot.

edit: but i need to spend some work into the train again. cause the scaling doesnt fit for him and the pass car is a bit to high atm.

Last edited by Spaehling; 02-18-2014 at 11:08 AM.
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  #30  
Old 04-06-2014, 07:12 PM
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Default New Screenshots

Hey guys, new screenshots. had not so much time last weeks, so there isnt much visual process. i focused on finsihing and fixing bugs. Atm i think everything is fine.

i try to release it next 2-3 weeks. but no garanity at all
Attached Images
File Type: jpg train_1.jpg (43.4 KB, 72 views)
File Type: jpg train_2.jpg (36.7 KB, 69 views)
File Type: jpg train_3.jpg (25.3 KB, 67 views)
File Type: jpg train_4.jpg (63.5 KB, 67 views)
File Type: jpg train_5.jpg (33.4 KB, 60 views)

Last edited by Spaehling; 04-06-2014 at 07:15 PM.
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  #31  
Old 04-07-2014, 12:04 AM
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Great you added a loc. I always wondered about all these boxcars and other trains without a loc to pull them. Or did I really miss that all this time.
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  #32  
Old 04-07-2014, 09:12 AM
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Quote:
Originally Posted by Drecks View Post
Great you added a loc. I always wondered about all these boxcars and other trains without a loc to pull them. Or did I really miss that all this time.
hehe no you don't missed it i build it by myself. This maya, zbrush, photoshop stuff, is the reason why everything takes so long ^^.

like is said month ago, on stalag 13 (and never did). i try to release the stuff to download, for your usage in RO2 SDK.

Last edited by Spaehling; 04-07-2014 at 09:14 AM.
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  #33  
Old Today, 11:18 AM
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This map is released now.

You can find the new Thread over here:
http://forums.tripwireinteractive.co...ad.php?t=98916
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  #34  
Old Today, 01:03 PM
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Good map, very funny !
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  #35  
Old Today, 05:43 PM
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I did give it a quick run thru in single player this morning and it seemed interesting.

I've got to say I felt just like a cartoon when I was standing on top of the train and it went in the tunnel and I went *SPLAT*
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