Tempust85 Posted December 11, 2013 Author Posted December 11, 2013 You can make MD3 models become part of the actual map at compile time using misc_model, but I'm not sure how many of these you can have in a map though. Using models would certainly make the map look more decent due to smoothing (unless there's a way to smooth brushes).
mrwonko Posted December 11, 2013 Posted December 11, 2013 unless there's a way to smooth brushesq3map_shadeangle for static lighting.
Trank Posted January 29, 2014 Posted January 29, 2014 So i dont know if you're still looking for a level designer/mapper, but i could put some work in. Now to be honest my life can become busy ever so often but i usually have a good amount of time for modding and such. Just a heads up. But yeah i would love to help make the levels, i would consider my self pretty good at recreating levels (Thats actually how i taught myself to use Zed/GTKradaint/Unrealed and other moding tools). And i have messed around with making Quake 3 and JKO/JKA levels. I would especially love in helping make the Nar Shadaa and Barons Hed levels. And i think when i get home today i am going to try and see what i can do just for the fun of it and to prove myself haha. If you're interested in seeing other work i have done to see some of my skills or whatever here are some links. http://www.jkhub.net/editors/trank Work i have done for about 4 years over at the Hub. http://www.moddb.com/members/trankrank Other work i have done, mainly Unreal Engine stuff and Dawn of War. Sir Crusher likes this
Tempust85 Posted January 29, 2014 Author Posted January 29, 2014 That would be great if you can help. You can start barons hed if you like.
Trank Posted January 29, 2014 Posted January 29, 2014 Awesome man, so i have no clue what textures you guys are using but if you can perhaps point me to a place where i can download some, if not ill just use some filler textures and what not. And i believe you guys are using some left over stuff from the older DF2 remake? The only thing that worries me about remaking levels are getting the textures and models. Hopefully we can get people willing to help with that.
minilogoguy18 Posted January 29, 2014 Posted January 29, 2014 The only thing we REALLY need is mappers, models and animations I'm pretty sure DT and I can have that handled. A REALLY GOOD texture artist would be nice though.
Trank Posted January 30, 2014 Posted January 30, 2014 So i have done some little work, mainly looking at the textures and what not. But i got it so far to look almost just like it. The very bottom texture is just filler though. I am still deciding what texture to put there. Of course no lighting or anything at all yet. therfiles likes this
Tempust85 Posted January 30, 2014 Author Posted January 30, 2014 In my level, I've kept to the original mostly (moreso lately) but added some of my own ideas. I encourage the same sort of thing for all the levels, so we don't end up with a carbon copy of the original game.
Trank Posted January 30, 2014 Posted January 30, 2014 I just got done with some more, and dont worry i have added a few more things, like i got nice curved pipes, i plan on having some structures on top of the area in the background. Some nice bordering along the top of the walls. But i havent got that far yet at all. About to upload a vid to youtube, ill post a link when its up showing off what ive got done so far.
Trank Posted January 30, 2014 Posted January 30, 2014 http://www.youtube.com/watch?v=IRUXqF0L65w So here is what ive got so far. Right now though i just have some random textures in use.
hhunter6 Posted January 30, 2014 Posted January 30, 2014 A good start. If I may suggest, make the water area wider and deeper. Open it up a bit. make it less cramped. :-) just my thoughts though.
Trank Posted January 30, 2014 Posted January 30, 2014 Hmm i totally understand, but i may seem bigger than it seems, i would say its very much to scale to the original. Edit: I took your suggestion and decided to make it somewhat wider. I think it was a good idea. hhunter6 likes this
minilogoguy18 Posted January 30, 2014 Posted January 30, 2014 @@Trank start up a WIP topic here http://jkhub.org/forum/65-level-design/ That way we can keep things organized. I'll have to watch a walkthrough of that level sometime before I can offer any crits on it since it's been a while since I've played the game but the suggestion about being wider is a good one. I remember that area being very open.
Tempust85 Posted January 30, 2014 Author Posted January 30, 2014 I haven't played Baron's Hed in years, so I also don't know what it should look like. @@Trank I load up the JK1 level I'm working on in JED and use it as a 3D reference while mapping in radiant. I find this much easier than flicking through numerous ref pics or gameplay videos. You may find this helpful as well if you own JK1.
hhunter6 Posted January 30, 2014 Posted January 30, 2014 I've posted a few images of Lv1 from MotS. The map itself is actually a 100% copy of the original. However what I did was expand it out. probably way larger than it should have been but my thought behind it was that this was a New Republic base, complete with Hangars, med bays, controls centers etc. They would to have to move lots of cargo, equipment, personnel, etc. So that was the route I took. By no means am I telling you how to create your map merely offering my perspective on it. :-) Tempust85 and DarthPhae like this
Trank Posted January 30, 2014 Posted January 30, 2014 "I load up the JK1 level I'm working on in JED and use it as a 3D reference while mapping in radiant. I find this much easier than flicking through numerous ref pics or gameplay videos. You may find this helpful as well if you own JK1." Oh yeah i do that too, Also helps with item placement later on and enemy placement.
Trank Posted January 30, 2014 Posted January 30, 2014 So here is all the work i got done yesterday and early this morning. All of the first area is done besides the spawning point. Tempust85 likes this
minilogoguy18 Posted February 3, 2014 Posted February 3, 2014 @@DT85, maybe add to the list of needed positions a 2D artist? Also just remembered @@Psyk0Sith wanting on, he would be a huge help.
Pande Posted February 3, 2014 Posted February 3, 2014 I think it would be nice to just have .map exporting for some of the major 3d packages and only use Radiant as a compiler and for the scripting. I think we're getting a little off topic though but I would like to discuss more on level design options, if one of the major 3d packages could just build maps that would be amazing since the tools and interface is far superior. *Ahem* See @@Xycaleth? I'm not crazy! I'm really onto something here, I need a python coder to make my dreams real though.
minilogoguy18 Posted February 3, 2014 Posted February 3, 2014 Yeah but I don't want to distract him from rend2 since that's far more useful to the community than us being able to export as .map or do like a FBX->MAP converter. Milkshape has a MAP exporter that works, you just have to texture everything in Radiant. I liked this in SWBF2 modding, only water and terrain were edited in the map editor, any structures that didn't include natural terrain were made in Softimage. Tempust85 likes this
Tempust85 Posted February 3, 2014 Author Posted February 3, 2014 Max can also export .map files but I'd rather use radiant. One could model stuff then import as an ASE (i think?) or MD3. @@ensiform @@eezstreet How many misc_model_static can a level have?
ensiform Posted February 3, 2014 Posted February 3, 2014 If you're gonna use models as architecture you are better off making them real misc_model's that get turned into the bsp in most cases.
minilogoguy18 Posted February 3, 2014 Posted February 3, 2014 I bet someone who was REALLY good at programming inside a 3d program could probably make it completely replace radiant. I just can't stand the UI of radiant.
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