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230619 Posts in 202415 Topics by 3894 Members - Latest Member: GyrandaVeism July 27, 2017, 01:47:26 AM
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Force of Arms  |  Data At Rest (Archives)  |  Player Added Content  |  Player Created Content  |  Genoma Command Center Interior
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Author Topic: Genoma Command Center Interior  (Read 9777 times)

Spleenslitta

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Re: Genoma Command Center Interior
« Reply #45 on: November 01, 2011, 01:45:11 PM »
Now we're talkin'. i didn't expect the structure to be so big. Impressive.
Bring it on. Don't worry, I can handle it since i'm unique in that i have a separate stomach just for cake and icecream ;D

teufelich

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Re: Genoma Command Center Interior
« Reply #46 on: November 01, 2011, 08:32:44 PM »
srry it took so long to get it over into UDK... lot of RL garb going on....

Right now I am working a lot of retexturing for effects and luv.

As being genoma the feel of organic + non-organic (metal etc) is being a fun trick.  I do not think HERO engine can handle the organic texture I am working on (as it gives movement to the object without animation) but am still loving the learning.

Am not certain it will remain under Command Center title but so far is nice and BIG as planned.  am needing to build fluff latter (monitors/terminals) for the most part though UDK running raw from the editor is at 76+ fps on a Nvidia 9800gt card.

teufelich

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Re: Genoma Command Center Interior
« Reply #47 on: November 03, 2011, 11:58:15 AM »
Update

added some scaling visuals for testing, generated new railing... have not removed all the old railing yet.
added another platform on lower section with lightbar textures etc.

removed all the glass.... textures were stretching lousy.  Will think about implementing something new with the new railing.

Force of Arms  |  Data At Rest (Archives)  |  Player Added Content  |  Player Created Content  |  Genoma Command Center Interior
 

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