TwinHits Posted February 16, 2013 Posted February 16, 2013 On style, I don't really know. MUG's portion kind of avoided setting a style standard, so its going to be me who has to figure that out. I'll do more research and post some concept art. I'll use the photos from the last thread, and please everyone post more pictures that they like! From that, we'll find out what kind of models we need. @@Milamber is right, I will leave room for modellers. Right now, its going to be a fireplace, sculpture x2, couch, and chair. Also, @@MUG, I don't know how this will connect in the map later, so I am going to leave the elevator empty by default and design one that can fit in its slot. Whoever connects them can either use that one or an existing one.
TwinHits Posted February 16, 2013 Posted February 16, 2013 @@MoonDog, when I post screenshots in a week, feel free to tell me your scripted event ideas, I have negative scripting experience. (as in, I've tried and failed =( ).
TwinHits Posted February 17, 2013 Posted February 17, 2013 I'm using GTKRadient 1.5, do I need to download a definitions file or anything like that, or am I good to go?
MUG Posted February 17, 2013 Posted February 17, 2013 I'm using GTKRadient 1.5, do I need to download a definitions file or anything like that, or am I good to go?aye. The one from the first post. However, despite what people have been saying, it makes 0 difference which one you use. It just gives you slightly more information on all the entities (although for me it has resulted in them all being listed twice on the right-click menu for me.
TwinHits Posted February 17, 2013 Posted February 17, 2013 Alright, I asked cause the download page says its for 1.4.
TwinHits Posted February 17, 2013 Posted February 17, 2013 Question: I got new textures to work in GTKRadient, but they don't appear in game. Map is in gamedata/base/maps, textures are in gamedata/base/textures/jkhub_pma. Anyone know why?
mrwonko Posted February 17, 2013 Posted February 17, 2013 Question: I got new textures to work in GTKRadient, but they don't appear in game. Map is in gamedata/base/maps, textures are in gamedata/base/textures/jkhub_pma. Anyone know why?Because for new assets (except maps, when starting from menu) to work in MP you need to pack them in a PK3 or set sv_pure to 0. MUG and TwinHits like this
MagSul Posted February 18, 2013 Posted February 18, 2013 Question: I got new textures to work in GTKRadient, but they don't appear in game. Map is in gamedata/base/maps, textures are in gamedata/base/textures/jkhub_pma. Anyone know why?Make sure that your textures have the correct dimensions.I.e. 64x64, 128x128, 1024x512 etc.
TwinHits Posted February 18, 2013 Posted February 18, 2013 mrwonko's solution worked. Thoughts on time of day? I think it should be night.
MUG Posted February 18, 2013 Posted February 18, 2013 mrwonko's solution worked. Thoughts on time of day? I think it should be night.I vote for night or twilight. Much sexier than day. Delta_135 likes this
Szico VII Posted February 18, 2013 Posted February 18, 2013 Start with night can always add more sources and may a daytime version at the end easily enough?
exonimus Posted February 18, 2013 Author Posted February 18, 2013 Seconded. Historical buildings trump modern ones by day, modern/postmodern buildings trump historical ones at night.
TwinHits Posted February 19, 2013 Posted February 19, 2013 I agree with night, any skybox recommendations? I would like a city-scape one, either one someone has already made or a new one.
Szico VII Posted February 19, 2013 Posted February 19, 2013 Can start with any really - there's one in Neotokyo and one in TMU Submetro which you're feel to use as temporary. Or theres google.
TwinHits Posted February 19, 2013 Posted February 19, 2013 Alright, request: I need artwork that can go in picture frames! I need 10-12 or so, so post links to images. They can be of anything as long as they fit in the cyberpunk/dystopian theme. Your own avatar, clan logo, picture of one of your other maps, your mother, I don't care as long as they look remotely like they would fit in the thehe, Below is a picture of what I'm working on so you have an idea of what the room that they are going in looks like: MUG likes this
mrwonko Posted February 19, 2013 Posted February 19, 2013 Looks like you might be overusing brushes - from the looks of it, you should be using patches in some places but are not. But looks great otherwise! TwinHits likes this
TwinHits Posted February 20, 2013 Posted February 20, 2013 You are absolutely right, I've gone back and replaced the side rubes, the ceiling arches, and the center doorway tunnel with patches.
MUG Posted February 20, 2013 Posted February 20, 2013 Looking good sir, looking good. So far I haven't done any more work on the map. I'll try do do something more before the end of the week.
TwinHits Posted February 20, 2013 Posted February 20, 2013 Take your time, our parts don't connect (at least, right now) so you have until the end of my period too!
TwinHits Posted February 20, 2013 Posted February 20, 2013 Here's my progress thus far: Next I will be doing doodads, which is where most of the cyberpunk feel is going to come from. The dystopian part you can't really see, but all the gold is scratched up, like that carpet. While this is the entrance to the penthouse of the most powerful person in the city, it's still not perfect. Can anyone point me towards a good .ase tutorial? My subsequent attempts have failed. MUG, CaptainChar and DarthStevenus like this
Szico VII Posted February 20, 2013 Posted February 20, 2013 "G:\Utilities\GTK Radiant 1.4.0\q3map2\q3map2.exe" -game ja -meta -patchmeta -subdivisions 4 -v -fs_basepath "G:/Games/Star Wars Jedi Knight Jedi Academy/gamedata" %1 "G:\Utilities\GTK Radiant 1.4.0\q3map2\q3map2.exe" -game ja -convert -format ase -fs_basepath "G:/Games/Star Wars Jedi Knight Jedi Academy/gamedata" %1 pause Copy paste this into notepad, change the paths to suit your installations, save as ASE Compile.BAT (not txt) then simply drag and drop your map files into it to convert to ase. Important points:- Lower the subdivisions value if you want smoother curves with more tris. 4 is JKA default.- Your ase geometry must be detail surrounded in a structural caulk box. You can use patches. P.S On an unrelated note, I don't see any light fittings. NEED SOURCES.
MUG Posted February 20, 2013 Posted February 20, 2013 Damn, someone clean up this grungy ass carpet. (We need to somehow get these words into the map) TwinHits and Garyn Dakari like this
MagSul Posted February 20, 2013 Posted February 20, 2013 Place a trigger for someone to shout it distantly as you walk through the area. MUG and TwinHits like this
TwinHits Posted February 20, 2013 Posted February 20, 2013 @Szico VII Light sources are coming! I promise, they are just going to be .ase models. A lot of the Cyberpunk part of the map is going to be .ase models I haven't made yet, but just doodles on my meeting notes. @@MoonDog I'm really going back and forth on how broken I should make the map. It's something that I've done a lot before. Right now, I'm in the camp of instead of making things broken via brushes, making them disused and worn down by texture and lighting. Creating kinda an eerie feeling somewhere between "No one is here right now" and "No one has ever been here". When lighting is done, the question is going to be whether or not that comes across. I also would love to break up the carpet, but no ideas have come to me yet nor have I gotten anything from my reference photos, but I'm still working on it! @@MUG @@MagSul http://xkcd.com/37/
MUG Posted February 20, 2013 Posted February 20, 2013 @@MUG @@MagSul http://xkcd.com/37/My thoughts exactly. But you didn't include a hyphen yourself =P
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