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LordTrilobite

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LordTrilobite last won the day on February 9

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About LordTrilobite

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  1. LordTrilobite

    ISD Update Poll

    Wobani wouldn't have any mine area. It would just be a prison. As we know from the film, the working area is outside of the prison area. There's no room to do that in the map. I don't see how civilians can have much of a place there as it would be pretty exclusive to the empire as an empire run facility. In my mind, Wobani could be pretty cool. It fits in with the imperial theme and provides an extra location for the empire to do some evil deeds. Another upside is that I don't need to make a whole bunch of new textures as the style is similar to the rest of the map. There's also some reference on how the cell block looks in and outside the cells. On the downsides, the style is similar to the rest of the map. So that's less visually interesting. It would only really provide a function that is already served on the ISD in a smaller scale, namely imprisoning people. Without an exterior (which is not going to happen) I fear it might not be that unique a location. Another possible downside is that with many interactive cell doors, that might be taxing on the map, which may result in me having to simplify things, or cut other future content. That is absolutely and completely impossible. Which is why I said large open areas are a no go. One map can only have one 3D skybox. Even skies are a challenge since you can't have two skies. So if I want to make an outside area on a planet, I'd have to fake a sky with a solid unshaded texture. THis is why it's also generally a bad idea to make wildly different areas in the same map. It's also impossible to use different fog settings for different areas for example.
  2. LordTrilobite

    ISD Update Poll

    I kinda hate it when maps downsize stuff to fit it in. My ISD is already like half of the actual size and that was absolutely necessary since it wouldn't fit in the map otherwise. But downsizing an ISD even more just completely breaks the illusion imo. If I'd make a debris field though, I'd make it a new hyperspace location, not the same as the asteroid field. It's definitely doable, I just need to make a few debris models. It seems Wobani is winning the poll. What I'd like to know is why. What do people expect/want from a location like that. Because people might have very different ideas to what is actually possible to do in this map.
  3. LordTrilobite

    ISD Update Poll

    So while I think its great that Guskywalker posted the poll here I made on the workshop so it gets more attention. More votes is always good. But without the explanation I put in my own thread. I don't think people have a good idea what these locations would be like. Wobani, which seems to be winning right now, would be exclusively interior. And large open areas are absolutely impossible and are just not going to happen. It would be the same idea as the Death Star is right now. A small location with a landing area and a few location specific hallways or rooms. The locations would be reachable like the DS, by using hyperspace and flying towards the map edge using a ship. Map limits don't allow for much more. And the more I add on other locations, the less I can add in the ISD itself, which is of course still the main focus of the map. Lemme also quote myself on what I said in my own thread for clarification: That list of locations in the poll are a few ideas I've thought might fit or I've already tested some. Here's what those locations would look like if I added them. Wobani - Hangar and prison interior Corellia - Hangar and some streets (possibly rain). Maybe two interiors or so. Ring of Kafrene - Hangar and some streets, basically the same type of location as Corellia. A seedy urban environment. Kessel - Landing area surrounded by cliffs and mine interior (similar in style to Wobani, good for prison use. Pinejack made a good point about it also being useful for crime stuff) Nebulong B Frigate - Rebel ship that would be next to the ISD, when flying into the hangar you'd get teleported to an interior with hangar, bridge, bunks and maybe some other stuff. Yavin 4 - Landing area outside temple and temple interior that functions as rebel base. Just like Nebulon B, it should be able to house a small rebel faction permanently. Not just for events. To comment on some of the extra suggestions some of you made. Rishi moon is not an interesting place at all. I basically want to add a location that is both fairly iconic as well as useful for general play. Super Star Destroyer is probably the most bland thing I could add. It would just be the exact same hangar and bridge as the ISD. No reason at all to add that. Large open areas like Coruscant with skyscrapers is just not possible because almost all the area is taken up by space already. While Scarif planetary shield is a pretty cool idea. I think that's more something for it's own map cause it's probably too big. A map with the planetary shield with interior would make more sense. But I don't think I have time to make that. One idea I really like though, that I hadn't considered at all, is the shipyard idea. It would indeed be ffing cool if the ISD could be docked. I'm not sure how doable this idea is. but it sounds like it might be worth thinking about some more. some wrecked ships in space could also be pretty cool, even if it's just in the skybox. Enterable wrecks is probably a no-go though.
  4. LordTrilobite

    Star Destroyer Update 2.2 [LIVE]

    2 on both sides. The controls are just on one side to make things easier.
  5. LordTrilobite

    Star Destroyer Update 2.2 [LIVE]

    Live meaning I released the new version to the public. Also I've hotfixed the issues. So both the normal and infinite versions should be working without issues now.
  6. LordTrilobite

    Star Destroyer Update 2.2 [LIVE]

    :3
  7. LordTrilobite

    Star Destroyer Update #2

    Again big thanks to KingPommes. I got to use his interactive control panel models and made some new skins for it. I'm now using these panels as replacements to some of my old big ugly solid colour buttons. I probably won't replace all the buttons in the upcoming update as it's a lot of work to replace all of them. So here are the new buttons in action in the Brig (also with Pommes' cool circle console models) and on the Sentinel holo projection.
  8. LordTrilobite

    Star Destroyer Update #2

    Already done. An earlier post describes the route. Alright no harm done.
  9. LordTrilobite

    Star Destroyer Update #2

    Here's some more previews. Extra TIE launch bay Maintenance area/ship super structure. This now connects to the vents and lowest deck. more angles of Main Generator When the Main Generator is turned off the blast doors and lifts lock. The buttons and lights will then be greyed out. New bed models made by KingPommes in the officers quarters, TIE pilot bunks and medbay. Small sparring room extension
  10. LordTrilobite

    Star Destroyer Update #2

    I've been talking to gusky about this. I'm thinking about it on what the best solution might be. There's plenty of spawns all over the map, and now spawns in the bunks at all. So if servers move players to that area and they get killed it's hardly my fault. The bunks are not really meant as spawns anyway.
  11. LordTrilobite

    Star Destroyer Update #2

    A good idea. Just a lot of work. I'd need to make sure nothing can be overridden and such. But in theory it would indeed be useful to have a number of controls all in one place.
  12. LordTrilobite

    Star Destroyer Update #2

    Indeed. It's safe to say that dynamic lights will never be a feature of this map. As you said, they are bad for performance. And in this engine they look terrible too. So it's just not going to happen.
  13. LordTrilobite

    Star Destroyer Update #2

    I hate to be a pedant, but it's the main generator, not the engine. The actual engine is not featured in the map When turning it off it doesn't just disable hyperspace but other systems as well because this is what generates power for the ship.
  14. LordTrilobite

    Star Destroyer Update #2

    Hello there! Yeah I've been posting a few screenshots on my Steam profile for a few days now, been hard at work on a new update. I originally just wanted to fix the lifts really quickly, but the update rapidly spiraled into a much larger update. And by now I've added a tonne of new cool features already. I'll do my best to keep the map stable and performing optimally. But one downside of adding more interactive things, is that it does require more memory for the map to run properly. The more cool things I add, the slower it will be on lower end PCs. Thanks! And yes, I've been quite busy the past week. Yes, because there's not supposed to be a Sith temple in a hallway Though if you look closely in the first picture Gusky posted, in the room in front of the Main Generator (cause that's the canon name) there is a lift on the left side of that room. That lift goes down to the old exterior Main Generator room. So in theory you could go around your precious Sith Temple by just using the lift. Since I've been getting so much requests for moving the medbay, I might change the location. But yes, right now they are in the same room as the old one. I'm not yet sure if I'll move the medbay for this update. But I have a few possible options for a new location (Not the location you guys are using though, because that's much too small). There's also some stuff I don't have any screenshots for yet. As Gusky said, I've added a fourth TIE launch bay next to the three that were already there. That hallway extension that is visible in the last screenshot in Gusky's post leads around the small hangar and goes directly to the lift in the back of the hangar behind the blast door. This will serve as a way in and out to the pilot bunks under the hangar in case the blast doors are locked. In the interior Main Generator room it's possible to turn off the generator. This stops it from turning, stops the sound. But this also locks all the multi floor lifts, closes and locks all blast doors, disables hyperspace, the buttons for those will be greyed out and freezes the security camera. Once the generator is turned on again all the things will be unlocked and turned on again as well. This can be fun for RP, but it also will serve as an in universe function to reset the lifts in case they break. These are just the things that I have already implemented. Among other things I'm also working on a model for the holo projection for the ISD status on the bridge. This same model will also be used for the fleet in space.
  15. LordTrilobite

    Star Destroyer Update

    This just means your Gmod is broken. The lighting is not broken as far as I know. This problem only appears when when a map does not have cubemaps. And the map has cubemaps built into the .bsp file so this problem should not exist. Just to be sure, for testing, try changing in the options between HDR and no HDR and see if that fixes it. If that fixes it, I made a mistake. If that doesn't then the problem is on your end.
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