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Which ship should I place in the JH3 Main Hanger


JH3 Main Ship  

28 members have voted

  1. 1. Which ship do you want to see in the main hanger of JH3 with interior.

    • Millenium Falcon
      3
    • Lambda Shuttle
      0
    • Revenant Class Infiltrator
      1
    • Outrider
      12
    • Ebon Hawk
      4
    • Otana
      8


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Ase's should honestly be used sparringly. like most models in JKA you need to stay within the normal poly limit allowed by the engine or else it starts to really bog down your compile and may even make it unplayable for some players, causing crashes low fps etc. The trick if you wanted to properly convert a brushed ship to a model is not only a solid design (clean), but to use patches for about 90% of it removing the extra verticies in the process as you build it. Brushes are fine but only if you really know what you're doing and 45 every angle and can visualize it in a triangular poly sense.

I see most make ase's with thousands of poly's. the second trick is to split it up into multiple ase's JKA doesn't mind generating thousands of poly's so much as long as it's not one item. The difference is visible when a map using this method and  design in the R_speeds and FPS as well as the user's gameplay. Either way Large complex object ase's are honestly not worth the hassle and possible failure of the overall project that may ensue.

 

Ase's are quiet good for smaller objects (or objects with the model poly limit kept in mind) such as pillars and other misc objects. Keep in mind however that like any work, just because it's an ase and that your are compensaiting the Q3map2's surface meta compile with your own physics (clip) work having to many or too much of an ase designed structure (even in multiple pieces) can result in q3map2 giving you the middle finger as well as other potential problems mentioned thus far.

 

In other words. I would not make such a large object an ase in a max already this complex. No offense intended etc, just stating why it's not that simple.

Also I recommend ASE for paches bullshit when map have this weird holes in them. Making them into ASE solve the problem. Also ASE is good when we want to make solid to the map but the shape of the clip will be less detail .. it will be much.. but I rly recommend that only for kinda Map - brushes patches stuff. For props better use MD3 models ;)

AngelModder likes this
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Also I recommend ASE for paches bullshit when map have this weird holes in them. Making them into ASE solve the problem. Also ASE is good when we want to make solid to the map but the shape of the clip will be less detail .. it will be much.. but I rly recommend that only for kinda Map - brushes patches stuff. For props better use MD3 models ;)

Exactly using it for repetitive details to save the engine (clipping math per say) by using ase's and clipping them your self saves quiet a bit of data. As well it's a huge middle finger to decompilers trying to take my precious away from mesa!

For the hole in this ceiling I just used bevels and capped them but yea if you brush built the hole it would be better to convert it to ase's. But really thats a quick fix to what really should (and I should have) brush built the holes.

Langerd likes this
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Ase's should honestly be used sparringly. like most models in JKA you need to stay within the normal poly limit allowed by the engine or else it starts to really bog down your compile and may even make it unplayable for some players, causing crashes low fps etc. The trick if you wanted to properly convert a brushed ship to a model is not only a solid design (clean), but to use patches for about 90% of it removing the extra verticies in the process as you build it. Brushes are fine but only if you really know what you're doing and 45 every angle and can visualize it in a triangular poly sense.

I see most make ase's with thousands of poly's. the second trick is to split it up into multiple ase's JKA doesn't mind generating thousands of poly's so much as long as it's not one item. The difference is visible when a map using this method and  design in the R_speeds and FPS as well as the user's gameplay. Either way Large complex object ase's are honestly not worth the hassle and possible failure of the overall project that may ensue.

 

Ase's are quiet good for smaller objects (or objects with the model poly limit kept in mind) such as pillars and other misc objects. Keep in mind however that like any work, just because it's an ase and that your are compensaiting the Q3map2's surface meta compile with your own physics (clip) work having to many or too much of an ase designed structure (even in multiple pieces) can result in q3map2 giving you the middle finger as well as other potential problems mentioned thus far.

 

In other words. I would not make such a large object an ase in a max already this complex. No offense intended etc, just stating why it's not that simple.

Awesome.. I love a good challenge!

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Use a model for the Outrider exterior... and model the interior in 3D app and clip it out in Radiant... wouldn't that allow for a more realistic, faithful replication?

 

Here's the Outrider:

 

http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=31&key=249

Yes but that's doing things the easy cheap way... Any one can make some thing pretty in these newer engines using modeling apps. Not only do I prefer to do things myself but my love for this engine has always been the fact it's difficult to create beautiful things! I appreciate a challenge, not ease. :D

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Always remember - Misc_model with the _spawnlags 4 (as i remember .. i am in school) makes nice cute little thing - shading on models are not vertex lightning but model use lightmapping

-Pande words-

NAB was a Noob.  :D He meant spawnflags 4 or 6, 'lighted' only appears if you have DarthArth's (I believe correct me if I'm wrong) editor definition files. All it means is that the model receives lightmapping instead of vertex light. Spawnflags 4 does that and leaves the model nonsolid. Spawnflags 6 combines auto-solid and lighting.

never use 6... @@AngelModder You know that for sure but for other people on the forum ... there are many better ways to clip the models. And Physic clip is not always the best one. For example You made metal MD3 bridge model... and player would walk on it BUT physic clip does not have metal material in the shader. It is important to make own clip shader with materials we want to change. That is why for example making ship interior 100% ASE or MD3 Shouldnt be made from physic clip. When i walk on the carpet - better use carpet material (i think there is something like that) for metal or grid floor - metal material. For terrain - snow,sand,dirt,mug etc. This is important specially for terrains... In my opinion it kills the atmosphere when i hear the clacking JK3 defult boots while walking on the snow..or sand.

I am not 100%on these things for games..  Also i Never made a ship and never made an interior of the ship (Well... kinda i made because i made Executor Bridge but i use patches and brushes nit MD3 models .. only for chairs) but i think when making these the main focus should be for making stuff fun and interesting. Some flashy sounds, computers with screens , moving object CRRRRRAAAAATESSS THEY NEED crates.... MORE CRATES!!! No srlsy . Boxes are great XD
But overall the feel of the ship.. Kinda feeling that You can just sit in the cockipit and feel that You can fly away thing that thing just *click* like that.

AngelModder likes this
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Sound is VERY important to selling an environment! And yes Spawnflags 6 is the most evil thing ever thought of in the q3 engines. It's been a looong time since I made a ship and it's interior, hence I'm itching to give it another crack considering how much more I've learned since runamock hanger-t31

Langerd likes this
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  • 2 weeks later...

BTW POLL IS CLOSED THE WINNER IS OUTRIDER!!!!!!!!!! OTANA WILL BE RECEIVING IT'S OWN MAP!

 

Have you seen the DR: Resurgance mod that has the interior of the outrider? It is only missing the area behind the door in the middle of the interior, and you can't access the cockpit. If you could implement those two features in in addition to the existing hold with the dejarik table in your interpretation that would be awesome. 

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