Trank Posted January 31, 2014 Posted January 31, 2014 So even though im still working on the level, thought i may as well as make an official thread for it. Here is some work i have gotten done so far.
Trank Posted January 31, 2014 Author Posted January 31, 2014 So this has been the first time i have opened up and got back into GTKRadiant in a while. The main problem is, is my knowledge or lack of what/where the textures are. Like i need to know where the water textures are, i found a few. But they are meh.
minilogoguy18 Posted January 31, 2014 Posted January 31, 2014 http://mapping.jkhub.org/richdiesal.htm That page should help out a ton, considered the most useful mapping tutorials ever made for JA. Tempust85 and Circa like this
Trank Posted January 31, 2014 Author Posted January 31, 2014 Oh yeah, i used that tutorial years ago, thanks man.
Trank Posted January 31, 2014 Author Posted January 31, 2014 http://www.youtube.com/watch?v=rY6IuxcMSg8&feature=youtu.be So here is a video showing off more i have gotten done. hhunter6 likes this
minilogoguy18 Posted January 31, 2014 Posted January 31, 2014 The only thing and it may just be a place holder that I don't like is the texture. Something definitely needs to be made to replace it.
Trank Posted February 1, 2014 Author Posted February 1, 2014 Well of course, Im not texturing the map till the map itself is done. No way in hell will the map look like that haha.
hhunter6 Posted February 1, 2014 Posted February 1, 2014 Looks good. Scale looks good as well. Very nice
Trank Posted February 1, 2014 Author Posted February 1, 2014 Thanks man, glad you like. Also DT, if you wanna maybe you should change the title of this thread to Level 6a: Barons Hed
Tempust85 Posted February 1, 2014 Posted February 1, 2014 I would if I could lol. @@Circa ? Circa likes this
Trank Posted February 1, 2014 Author Posted February 1, 2014 http://www.youtube.com/watch?v=BO5aOC3Fyx8&feature=youtu.be So i feel like i need some feedback on the starting location. I dont know if it was a good idea to change the back side to being more straight rather than have that overall octagonal shape. Should i try to make it look even more like the original or should i keep the changes ive made here.
NumberWan Posted February 1, 2014 Posted February 1, 2014 Though I like what I see, I wouldn't recommend using the same texture applied to all the brushes in the map, even it is the very-very preview of Barons Hed. Without lights it looks too dull. I played Dark Forces 2 several times (if not dozens), so I know this level pretty good. So yes, I recognized the rooms, small hatches, and the river canal. However for other people this might be not that obvious. I would recommend making at least some minor changes to the textures for now, for instance let the wall be that dark grey (for now), try Shift+Ctrl and click on one the sides (e.g. the floor), and apply some sandy or brown textures to it. This will have a much better effect, and it'll be much easier to distinguish the rooms and corridors. But I guess that is forthcoming. =) I will be looking forward to seeing this map complete.
Trank Posted February 1, 2014 Author Posted February 1, 2014 The textures are only placeholder, and no lighting yet. I havent even finished 1 quarter of the map. Texturing and lighting are the last 2 things i do in a level, after i finish it. It helps with being sure the architecture and what not is really high quality, and i can focus on the map itself. But thank you man, glad you look forward to it, and dont worry the lighting and textures will be a lot better. Though we do have some of the textures that the other mod team used in there DF2 mod. I think that a lot of them just dont look good in this engine, so im lost at what textures i will use. I just cant seem to find any fitting textures. I wish there was like some sort of reference sheet that had a picture of every texture in the game and what directory they are in so i can find some nice ones.
Tempust85 Posted February 1, 2014 Posted February 1, 2014 I would go ahead and texture the start area you've made so you can sort out the kind of 'look' you want for the rest of the level. NumberWan likes this
NumberWan Posted February 1, 2014 Posted February 1, 2014 The process of texturing the levels, so that they looked as in the original game, but fresher, newer, up to date, is complicated. But you might like to use some basic rules, that you pick the main color(s) from the original texture (for instance olive from stone and grey-browny from metallic part of the picture) and re-create the texture from scratch, applying the colors on it correspondingly. Also the textures in JK DF2 were of a little size, like 128x128. With JA having lived up to this day, the textures of 256x256 (originally used in JO and JA) might not be enough, though not always. In our mod we have sometimes textures of 1024x1024 and 1024x2048 dimension for better quality.
Trank Posted February 1, 2014 Author Posted February 1, 2014 Yeah, sadly i dont think im skilled enough to remake/make the textures, but im sure ill find something out. I would love to have textures of quality that were used in the DF1 remake for JKA mod.
Trank Posted February 1, 2014 Author Posted February 1, 2014 I simply decided to just move the vertex in the middle a little to give it a more octagonal shape. Looks a lot better.
hhunter6 Posted February 1, 2014 Posted February 1, 2014 This what I did for texures. While I used alot of the recreated textures, I also used the ones from JO and JA. Now assuming you have storage space, external, two HDs etc. I pulled all the textures from both games and placed them in a folder so I could look through them and see if there was anything that I could use. That way you know which texture set to load up.
Trank Posted February 1, 2014 Author Posted February 1, 2014 Yeah i do that too, i copied all of the JKO textures, then i renamed them all by simply adding JKO_ in the beginning of their name.
Trank Posted February 2, 2014 Author Posted February 2, 2014 So here is all the work i have gotten done, almost to the start of the little town/city area. Still have to finish the canals a little more. Also remember that the TEXTURES are only PLACEHOLDER and do NOT in anyway show how the final product will be. (Also i did notice the minor brush error in the inner canal area where the sky was seeable) http://www.youtube.com/watch?v=JYV7i1wPmDo&feature=youtu.be Also what do you think about the last room i show off, i changed it to be more open and so less cramped like in DF2. Should i keep it the same but make it seem less larger, or should i emulate the original even more.
ZeroRaven Posted February 2, 2014 Posted February 2, 2014 Trank let me first say, Nice job.Second let me be the first to say I am so glad your JO/JA radiant skills are much better then your DF2:JK ZED skills lol.Looking good man. Check out some of my previous works:JK Hub - [Editor: Zero Raven]
Trank Posted February 2, 2014 Author Posted February 2, 2014 LOL. Oh man, yeah i never really did much with Zed. But im very glad you like it man. Lets hope the level doesnt repeat.
Trank Posted February 4, 2014 Author Posted February 4, 2014 So this morning i have gotten all the way up to the beginning of the little city area when you get out of the tunnel. Just need to finish the secret little tunnels in the water near the end of the tunnel. First off i was just thinking about what should i do with the Max reference? Should we put this in the mod? My main concern is that, can we get in trouble using Max? Cause we dont own rights to that stuff and all. Secondly while i consider myself an above average mapper, i have never actually messed around too much with scripts and shaders. Like i need some help on how to spawn only with the certain weapons. Which if i remember correctly its the Lightsaber(Green), Pistol, E11, Thermals, and the Bowcaster? not sure right now, im gonna fire up DF2 later today and see what weapons you have up till that point. So yeah i need some help with that simple stuff.
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