Originally posted by Black Wolf
Erm... where are the hexagonal corridors? We've only got about 5 decent shots of interior FS architecture (3 mainhalls, briefing and the marine running animation (I don't really consider the lab or bar scenes decent) and it gives us a brilliant view of what the corridors are supposed to look like, and yet you haven't used it?
Ah well - perhaps on another ship?
You make me corresponding textures, and i´ll give you hexagonal hallways. Untill then, i have to stick with what i have, wich is basically what comes with UT.
Also, don´t even presume to think that we can make levels as detailed as the cutscene halls, and still be able to play a game in it. There is a threshold beyond wich we cannot go in such fine details. Theres a big diference between cutscene made levels, and gaming made levels. One is made for eye candy, the other is made for playability. I have no problem whatsoever in building every crevice, model every column, design every indentation, and make every single poly. But then who gets to play in it? Not i, my system isn´t good enough. And probably many of you wouldn´t either. So...
With that said, i repeat that we are only begining, and we need tons of stuff. For one, UT now uses static meshes, wich are basically pre-modeled objects. As soon as i start getting my hands on some, they will be included.
Finally, those ARE hexagonal halls, tey are not just the kind of hexagones you wanted. But they do have 8 sides.
@UT
You are most welcomed. I´ve seen your work, and as i said we need lots of modelling. I´ll get back to you on this.
