the glass looking doors are under the store front windows and store front windows 2 storey. as for the wooden details they are indeed window boards with some of the axis stretched, to get a horizontal looking board, increase the y value and shrink the z value. i think my values were around 300y and 10z then just change the x value to get the size table you are after.
ahh, if you are referring to the edges of the building, i used streched window boards with neon tubes placed against them, if you shrink the z to about 15, stretch the y to about 450, you get the boards. took alot of messing around to get them where i wanted them.
sorry about that happy, there is a electrical arc doodad in there too, just didnt show in the pic, ill keep thinking of other ways to make buildings feel more realistic.
Trying to make the rubble sections feel a bit more realistic, so added some internal walls, and neon tubes as a frayed power line. let me know what you guys think.
Clam shack is open, had an idea to maybe set up a region at the entrance and the balcony doors with a trigger so you can port up there, then thought it would be cool to have a 5 sec or so delay like you are walking through the building and because its a club, have dance music play during the walk.
BJ's Clam Shack opening soon! work continues on the new club, some of the gardens are in but we still need to finish the balcony level and roof, stay tuned for more updates.
note: also found that if you scale the window boards to like 10-20% but make the z% 100% it makes a great wooden fence post.
and lowering the z% of landing lights makes cool looking garden lamps :D
The idea is that this is not a recent event, the buildings and vehicles had burnt out long ago, and no human remains.. creepy.. could be part of the story.. hehe, there are a few stumps around, but again the idea is that this town was well established before it fell to ruin, ill look at that tin roofed idea, sounds cool.
Thanks for the feedback twobit, much appreciated, this screenie is from a WIP map im making, the town has been destroyed and taken over by infested, while the local militia have set up a defensive perimeter to keep them from spreading, the job of the player will most likely be to clear the town, but there will be a twist in the story :P
thanks for the tips from everyone thus far, next pic is from a work in progress map, taking some of the ideas from previous pics, here's a field hospital.
special thanks to happy04 for the tip on the light boards, they look great here, also found that if u scale the castanaar floodlights then place them over the chain link fence posts it looks like they are mounted properly, used a couple here.
I wasnt quite sure what you meant until i put a few colonists in my map.. then i realized.. what the heck are blizz thinking.. why is 100% so dam huge? if a unit is 100% size, then surely the bench they sit on should be to scale at 100%.. and its the same for alot of other stuff, chain link fences are like 10ft high for some reason. the map ive been linking has been purely an ideas map for this thread, but thanks for the tip, alot to think about for my real maps thats for sure.
@Marauderz: Go
the glass looking doors are under the store front windows and store front windows 2 storey. as for the wooden details they are indeed window boards with some of the axis stretched, to get a horizontal looking board, increase the y value and shrink the z value. i think my values were around 300y and 10z then just change the x value to get the size table you are after.
@Mogranlocky: Go
I agree, looks great, nice idea
@michaelknives: Go
ahh, if you are referring to the edges of the building, i used streched window boards with neon tubes placed against them, if you shrink the z to about 15, stretch the y to about 450, you get the boards. took alot of messing around to get them where i wanted them.
@michaelknives: Go
need you to be a little more specific if thats ok Michael, ive posted heaps of diff pics in this thread :D
Was playing around with a sewer idea, so enlarged some pipe doodads, and set no pathing along the edges so units have to run through the middle.
i cant figure out how to make it possible to move over the top yet, was thinking it might be a cool way to access certain areas of a map.
now i just need to work out how to remove the green flowing stuff from the pipe doodads but keep the breaks in them so u can see your units.
@happy04: Go
sorry about that happy, there is a electrical arc doodad in there too, just didnt show in the pic, ill keep thinking of other ways to make buildings feel more realistic.
Trying to make the rubble sections feel a bit more realistic, so added some internal walls, and neon tubes as a frayed power line. let me know what you guys think.
@Twobit2354: Go
I like it, its got a cool outdoor cafe feel, especially the ground level.
Clam shack is open, had an idea to maybe set up a region at the entrance and the balcony doors with a trigger so you can port up there, then thought it would be cool to have a 5 sec or so delay like you are walking through the building and because its a club, have dance music play during the walk.
BJ's Clam Shack opening soon! work continues on the new club, some of the gardens are in but we still need to finish the balcony level and roof, stay tuned for more updates.
note: also found that if you scale the window boards to like 10-20% but make the z% 100% it makes a great wooden fence post. and lowering the z% of landing lights makes cool looking garden lamps :D
@happy04: Go
The idea is that this is not a recent event, the buildings and vehicles had burnt out long ago, and no human remains.. creepy.. could be part of the story.. hehe, there are a few stumps around, but again the idea is that this town was well established before it fell to ruin, ill look at that tin roofed idea, sounds cool.
@Twobit2354: Go
Thanks for the feedback twobit, much appreciated, this screenie is from a WIP map im making, the town has been destroyed and taken over by infested, while the local militia have set up a defensive perimeter to keep them from spreading, the job of the player will most likely be to clear the town, but there will be a twist in the story :P
thanks for the tips from everyone thus far, next pic is from a work in progress map, taking some of the ideas from previous pics, here's a field hospital. special thanks to happy04 for the tip on the light boards, they look great here, also found that if u scale the castanaar floodlights then place them over the chain link fence posts it looks like they are mounted properly, used a couple here.
@Gorandor: Go
I wasnt quite sure what you meant until i put a few colonists in my map.. then i realized.. what the heck are blizz thinking.. why is 100% so dam huge? if a unit is 100% size, then surely the bench they sit on should be to scale at 100%.. and its the same for alot of other stuff, chain link fences are like 10ft high for some reason. the map ive been linking has been purely an ideas map for this thread, but thanks for the tip, alot to think about for my real maps thats for sure.
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