OCD2 Posted November 3, 2020 Author Share Posted November 3, 2020 Had a little time to work, so started scaling down the length between the support columns in the hallways. I may check my math tomorrow, though its looking close. Picture is just to help visualize, cells here set at 3 x 3, then a small corridor, repeated once. Actual layout not set. I did not scale the placeholder cell doors, so they may be altering the perspective. The scaling down also highlighted how off center my MS paint overhead light panel texture was made! It's probably skewing the perspective. Player model is dark now, maybe something to due with the density of light entities currently in the hallway. Maybe it will rectify when the lighting shader textures are set and some of the light entities are removed? Also cleaned up the arena and siege file. DarthValeria, JohnPraduitorul, ZelZel and 3 others like this Link to comment
ZeroRaven Posted November 4, 2020 Share Posted November 4, 2020 I have to say, I am really liking this. I really liked this episode, and this would make a great map for the game. The corridors are looking about the right width now. Can't wait to see the progress you make! OCD2 likes this Check out some of my previous works:JK Hub - [Editor: Zero Raven] Link to comment
OCD2 Posted November 4, 2020 Author Share Posted November 4, 2020 In the spirit of at least a little work each day: A 10 minute new light panel texture to replace the previous 2 minute texture. (not a final artwork!) JohnPraduitorul, HUM-3154, DarthValeria and 1 other like this Link to comment
OCD2 Posted November 5, 2020 Author Share Posted November 5, 2020 Lunchtime texture upgrade / brush cleanup. Removed placeholder excessive brush & texture combo that was littering the hall wastefully. New texture for the cell door panels, and a new panel texture for the pillars in the small corridors with no jail cells. Not final product, the shape is wrong, but its closer to the source and easier to replace with the final texture when it comes time. DarthValeria and HUM-3154 like this Link to comment
OCD2 Posted November 5, 2020 Author Share Posted November 5, 2020 Low budget door texture concept. ZelZel, DarthValeria and Lancelot like this Link to comment
OCD2 Posted November 6, 2020 Author Share Posted November 6, 2020 Having issues with what im guessing is a Windows 10 and Wi-Fi issue. All other devices work except my desktop, which has Windows 10 and updated recently. It's ruining my workday, as well as halting progress on my mod. Very frustrating - anyone else having this fun with the new win 10 update? Link to comment
tinny Posted November 6, 2020 Share Posted November 6, 2020 This is pretty cool, you mentioned it's an extraction objective for siege. Will that involve the prisoner from the show? OCD2 likes this Link to comment
OCD2 Posted November 6, 2020 Author Share Posted November 6, 2020 20 hours ago, tinny said: This is pretty cool, you mentioned it's an extraction objective for siege. Will that involve the prisoner from the show? That is the intention. Link to comment
OCD2 Posted November 6, 2020 Author Share Posted November 6, 2020 Clearly I have mastered shaders..... The light panels on the columns are not intended to be black .......... But at least the basic texture shows up lol. White light glow column shader hopefully bugfixed over the weekend. PreFXDesigns, HUM-3154, DarthValeria and 1 other like this Link to comment
OCD2 Posted November 8, 2020 Author Share Posted November 8, 2020 Optimized lanes by removing brushwork that was simulating the indents that run across the sides - replaced with a texture that I made to align with the indents on the columns. It allowed the removal of a large number of brushes, and gave the area a nice consistent look, as well as simulating the lateral indent lines around the cell doors. Not the final texture, but looking pretty close for the first pass. Still working on fixing the light shader for the columns. z3filus, DarthValeria and ZelZel like this Link to comment
OCD2 Posted November 10, 2020 Author Share Posted November 10, 2020 I turned the lights on. Initial shader bug fix I tried was adding some blue color to the image being blended, thinking that might help - no result. So I looked at the shader file I made. Noticed it was saved as a .text file in the shader folder. Thought that may have been the issue. Found a way to revert it back to a .shader, and ..... nothing... lol. Next I looked into my shader script, and found the texture it referenced at the opening line was incorrect - In trying to revert the .text file earlier, I think I opened an existing .shader file and copy pasted into it, and then renamed it to the new name, forgetting to change/remove that top line. That made the blended glow shader work - but of course at first it was the blue light special from my earlier attempt to fix the shader. (Final picture below) And lastly, I returned the textures to a more white tone glow. I think they need more light intensity, but at least they are in place now and easy to change as I refine all the textures. DarthValeria and Lancelot like this Link to comment
OCD2 Posted November 10, 2020 Author Share Posted November 10, 2020 And a quickie upper support lighting shader addition to cap off todays time available to update. HUM-3154, ZelZel, Lancelot and 1 other like this Link to comment
OCD2 Posted November 11, 2020 Author Share Posted November 11, 2020 Little lunch time light clean-up for the door textures. (not final but better) Also some random texture touch up. DarthValeria, Lancelot and ZelZel like this Link to comment
OCD2 Posted November 12, 2020 Author Share Posted November 12, 2020 Lunchtime dabbling with the cell door texture and the lighting. Found an egregious leak that was ruining the lighting, caused by some decimation of earlier hallway builds. Now the level and player models have lighting and color again. Currently the build is just 3 short hallways (and a control room), that I have been changing and altering as I build out a form of the main hallways. The cell door construction is the next/last thing I need/want to build to out closer to the end product. Once the cell door construction is refined, I should be able to quickly propagate the rest of the map to a testable state. After that, it will be refining the layout, and ultimately going over all the textures. Having quality textures that highly reflect the source material will be what really "completes" the map. Its already begun to be "fun" to run through the corridors shooting - if you dont look at the textures too closely lol. DarthValeria likes this Link to comment
ZanderNao Posted November 12, 2020 Share Posted November 12, 2020 I have been watching with baited breath. The shaders really brought it to life! You're doing wonderful work! As you refine the door modeling, which I agree seems to be the last piece of the puzzle, will you have one or two of the cells that can open? OCD2 likes this Link to comment
OCD2 Posted November 12, 2020 Author Share Posted November 12, 2020 32 minutes ago, ZanderNao said: I have been watching with baited breath. The shaders really brought it to life! You're doing wonderful work! As you refine the door modeling, which I agree seems to be the last piece of the puzzle, will you have one or two of the cells that can open? Thank you for the compliments! Yes, I intend for a least one functional cell door and a fully modelled prison cell to be included. The OP post has all the current plans for the map, and I update it if anything regarding the map changes. Link to comment
OCD2 Posted November 12, 2020 Author Share Posted November 12, 2020 First "concave" beveled door construction, flush to the wall and indented like the source depiction. Door on the left side has the first pass concave door construction. (right side is the protruding doorframe) Clearly a bad construction, causing a leak that is darkening the player model again. But slow stepping towards the correct direction. Lancelot and HUM-3154 like this Link to comment
OCD2 Posted November 14, 2020 Author Share Posted November 14, 2020 Not to much time available for the editor, but had to at least make a small adjustment. Made the recessed door a size larger. The previous quick mock up was smaller than the existing doors. (Also enlarged the and refit the texture) The enlarged concave door is on the right in the photo, in contrast to the convex door on the left. It makes a difference in perception, subtle but evokes the source material - though still needs to be re-adjusted/re-done,( and textured). Fixed the leak as well. yeyo JK and Lancelot like this Link to comment
OCD2 Posted November 16, 2020 Author Share Posted November 16, 2020 Some resizing, optimizing, texture touch-up, and minor details added. Made a few new cell door constructions, still deciding on the final selection. Larger update to come soon. DarthValeria likes this Link to comment
DarthValeria Posted November 16, 2020 Share Posted November 16, 2020 1 hour ago, fullkevlar said: Some resizing, optimizing, texture touch-up, and minor details added. Made a few new cell door constructions, still deciding on the final selection. Larger update to come soon. Beautiful like a woman OCD2 and ooeJack like this Link to comment
OCD2 Posted November 16, 2020 Author Share Posted November 16, 2020 21 hours ago, DarthValeria said: Beautiful like a woman It's progressing. This is still the early build, hopefully will be much better when the layout is set and I refine the textures and shaders! DarthValeria likes this Link to comment
OCD2 Posted November 17, 2020 Author Share Posted November 17, 2020 The larger concept inward-beveled cell doorframe. I think it needs to be just a unit smaller, though its closer to scale. The convention of the main hallways is that the upper side walls are beveled along the corridors, and halls/rooms are squared at intersections to other corridors. The cell door protrudes into the bevel a little at the top, which ill probably "fake" in with a texture on the bevel - as well as bake in the glowing prison cell number into the bevel texture. After the cell door construction is complete, the rest of the level is mostly variations on a corridor. Cut/Paste/Add a little detail here and there. Textures and texture variations will be the key to make the map look polished, as well as shaders. I have a graphics tablet on the way - the texturing should become quicker, cleaner and nicer with a better drawing tool. ZelZel and DarthValeria like this Link to comment
OCD2 Posted November 18, 2020 Author Share Posted November 18, 2020 Tried a few bevels above the cell doors, a simple angled brush and cell door number combo looks best thus far. Doors still need work. Also, added a shiny floor texture to test. Final floor will have a minor light reflect/envmap. Lancelot, DarthValeria and ZelZel like this Link to comment
OCD2 Posted November 19, 2020 Author Share Posted November 19, 2020 This cell door construction with bevel top is one step closer. I think it could be bumped upwards one unit and the surrounding area could be optimized nicely. With refined textures (and a new one to fit lines across the bevel(s) surrounding the door), it should clean up pretty well. DarthValeria likes this Link to comment
OCD2 Posted November 19, 2020 Author Share Posted November 19, 2020 Lunchtime quick redo of the cell doors. Its close - probably one more 4 unit slight resizing of the door, a 2 unit move downward, and reoptimizing the frame could wrap up the construction of the cell doors. ZelZel and DarthValeria like this Link to comment
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