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Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
So finally got some decent work done on the side courtyards of the main lobby. And finally started working on the council chambers -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Hmmm a little different then the story I had created for it. Lando Calrision dedicates a section of his cloud city for the Jedi Rebirth after the fall of the Empire, but rather then Luke leading it, Luke sends his two most promisng students to run the Academy, A man and a woman (lovers) who started with just a small clutch of about 6 Padawans, Now it's a training ground for some of the most gifted Jedi specilizing in saber combat. Capable of housing 60 boy padawans and 60 girl padawans, extra accomedations for 14 teachers including the head master and mistress. A vast Archive of all Old Republic and New Republic information was recently installed along with a Relic Vault for higher learning. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
What are you hoping to use it for? =D -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Here is a little pack of screenshots I took last night in HD. Enjoy! We've had a good week, allot of the Ase's have been converted to MD3 and a lot of the maps Misc models are now nice clean Mic Model Statics. Saves a lot of BSP space in the long run. XD Here is the pack, these shots were taken using the HD Plug in for the map! http://www.mediafire.com/file/gdru5mq5jqw3434/JH3.rar -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Good news is the error was fixed. It had to do with a command I had dropped into the Infor player Death matches (the spawn points). Originally I had wanted all the players to start outside in the main couryard just like the original JH's and the bots would spawn inside the lobby. However servers seem to have an issue with the nobots and nohumans command in the spawn points. It may just be a JA++ and JA+ problem. However again as most servers run on or the other, I cant allow for some thing to remain if it Jeoporizes its use on a server. Then you just end up with another SJC pack XD... Any who I've started on a special pack for this map that I really hope you all will enjoy. Remember how I spoke about the reflective floors only turn on via a plug in file? Well now that plug in file will also include HD textures for several of the maps commonly seen textures. Nice 4k textures for those of us with high end machines. The main file will simply be shiney floors and 2k or lower textures. Now the Plug in file will be kind of big due to the file size nature of 4k textures but believe me when i say visually they make a great impression. I'm not certain yet if I will make the reflective floors and HD textures two seperate plugins or one, for the time being it's just one. -
The answer to this was dont use fucking nobot and nohuman switches in your info player starts and death matches. apparently this pisses off the servers.
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Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Alright so after pulling apart the entire map and wasting yesterday turned out the reason it wasn't loading was the "nobots & nohuman" switches in the spawn points. Apparently JKA doesn't like those >.>... Any ways maps back on track and full functional on my server again. Plus side was that I found a bunch of little bugs and cleaned them up while pulling the map apart. One interesting thing it showed me however is section 1 and section 3 light compile rather easily and fast, for some reason in the 1000 or so lights the illiminate section 2, some thing is pulling allot, good news is with the map in sections for testing perposes Ill be able to slowly weed out what the issues are. Then just apply those fixes to the actual map file. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Ehhh Ok so first Ill address the designer notes you've all commented on. I'll work out the glass shadow (usually depending on the type of glass it may cast like a 30-50% opacity shadow, but at the very least the legs should be casting shadows. I'll probably place some fake shadows here myself. Looks better,saves GPU power to comnpile and draw in game, overall better. Theirs quiet a few spots towards the end I'll be adding my own shadows. About 50% of the map will be using my own shadow work and the rest will just be w/e. As for models, hmmm well Im not really into modeling any more these days. Not since UT3 really. A lot of this map is already ASE's however that ofcourse is simply to save power for physics calculations. Honestly I hate ASE's they for some odd reason crank up you T Junction compilation insanely the more you use them, atm I cant even compile with T Junction, which is causing me some other sadness's that I need to address. To be fair about 50% of my issues could be fixed with a modeler, however I only know one and he's already been nice enough to make me some statues for the map, Im not about to send him all my ase's and be like here bitch clean these up and make em MD3's.. CHOP CHOP NINJA!!! Any ways for any of you who pay attention to this topic we've ran into an odd bug with the map that I'm sure has a simple fix, but first we've gotto solve this scoobey doo Mystery of wtf it even is. What happens is this. it had been oh I dnk atleast a month since I'd ran a test of the map on a server, normally I always test it on my server, never just devmap, servers show you true gamer performance as well as making sure it will actually fucking function on a server as this story will point out. This all took place due to a hard drive crash and I just hadn't had time with rebuilding our back yard and mapping to resetup Filezilla and shit. Any who, we put the map on the server, Ammap it and server just dies... Just dead, Rcon cant bring it on, nothing... Ok so we got Calium to restart it, he did some digging around and the last thing the server had said was this... Object 680 touching 3 areas at 958.000000 -423.000000 -763.000000 Object 681 touching 3 areas at 958.000000 345.000000 -763.000000 so the first thing I do besides cursing outloud and getting pissed was to grab my .map, open it with Notepad ++ and search for those cord... Theirs nothing with any branch or bit of those cords. Ok next I look for that said # of brush(s), just a normal brush nothing wrong with that, even checked in gtk, it's normal. Ok lets check entity said #'s... Again just two normal lights. All of these were no where near said mentioned cordinates. So the only thing I could think of was my old friend Google. It had ONLY this to say about it I found this some some GIT BS talking about Q3's code. | // set areas, even from clusters that don't fit in the entity array for (i=0 ; i<num_leafs ; i++) {area = CM_LeafArea (leafs);if (area != -1) {// doors may legally straggle two areas,// but nothing should evern need more than thatif (ent->areanum != -1 && ent->areanum != area) {if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",gEnt->s.number,gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);}ent->areanum2 = area;} else {ent->areanum = area;}}} Still no idea wtf any of it means, I suspected maybe cluster portals, erased them,tested still nothing but death. The only thing that makes sense to me is possibly an areaportal problem... -
My latest obsession: ROTJ Throne Room Duel SP
AngelModder replied to therfiles's topic in WIPs, Teasers & Releases
I gotto say using what you have, dude this kicks ass! Really cool! I hope you finish this some day so we can all try it. -
I found some thing about this finally, theirs no other mentions of it I could find other then this... // set areas, even from clusters that don't fit in the entity array for (i=0 ; i<num_leafs ; i++) {area = CM_LeafArea (leafs);if (area != -1) {// doors may legally straggle two areas,// but nothing should evern need more than thatif (ent->areanum != -1 && ent->areanum != area) {if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",gEnt->s.number,gEnt->r.absmin[0], gEnt->r.absmin[1], gEnt->r.absmin[2]);}ent->areanum2 = area;} else {ent->areanum = area;}}} No clue wth it means though. I supsect some thing with my area portals or maybe my cluster portals?
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Jh3, it'd been a while since I'd tested it on a server. And yea Wonko I use area portals.
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So we're trying to test a map on our server and when ever we switch to the said map the entire server crashes, like Cal has to restart it every time. The only thing we can find in the server crash logs is this.... Object 680 touching 3 areas at 958.000000 -423.000000 -763.000000 Object 681 touching 3 areas at 958.000000 345.000000 -763.000000 Now I searched for those cords in the .map, theirs nothing there. Gtk, theirs nothing there, I looked up brush's 681 and 680, just 2 normal looking brushes nothing wrong with them at all, entities 680 and 680, not even near those said brushes are just two normal light entities... So, wtf?
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Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Not just yet, I'm working as fast as possible atm between life and that sleep thing we humans have to do for atleast a few hours here and there. Went through last night doing a clean sweep bug check using my Steam version of the game as a clean base. making adjustments and fine tuning's to whats there so far before moving on. I am debaiting have a few people do some early early pre alpha testing with me on my server here in about a week. However I need to pick individuals who also map. As atm that's the POV I need for spotting problems and suggestions. After that Alpha testing with a selected group from here will begin. That map overall is about 75-80% complete. Theirs still a room here and there that needs its detailing and such, but nothing too drastic. Once that is complete and the secret area's are in theirs one more area I am considering adding. Some time tonight I'll begin working on fitting the Council chambers and Ceremony Hall in as well, however those will not be seen untill full release aside from the pre alpha and alpha testers. I have also considered once Pre alpha testing is complete, pulling out the main lobby and maybe on other area and releasing it as a Demo. Around about the time Alpha testing is done I'll be having another JkHub member record some video trailers etc. However like all great teasers, the best will eb saved for game play -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
senate hotel lobby -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
I have 4 hard drives, my gf's comp, a cloud etc backing up the work XD LOL. I actually suffered a hard drive crash about a month ago. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Noticed, Ive got like 100 screenshots of different little tweaks and such I need to make XD... It gets quiet annoying. Been messing with the map atmospherically today. Decided rather then just one lame ass music track playing through the entire building. I'd use different songs for different area's themed to fit ofcourse. Most coming from kotor. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
So a new update, this is the Republic Senator Hotel Lounge. This allows you to access the Swoop track bassically. And yea Ill fix the shaders on the plants. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Dont mind the jedi styled door frame, was only thrown in so i mark where the door was when I brought in the room. Imperial Listening Outpiosts. Well about 1/5th of it XD! The banners and the screens will also get changed. Just have been lazy and avoiding Photoshop These area's will also get there own skybox placing you deep inside the guts of the facility. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
FEAR DA CROWBAR! -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Jedi's Home 3 got a great addition today. Roox was kind enough to remake an old model I made in GTk. Theirs 3 variations. -
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Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Yea pretty much did what cook was doing to me, but I like the other pig came at it even harder. XD Any who yea maps going fine. Ill be able to put up some pics of the new area's soon. Theirs also quiet a bit of adjustment going on in the map. Always nice to go back with a refreshed view on things. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
https://www.youtube.com/watch?v=7KsX_lZyPp0 -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Alright so I made a few adjustments today. first off got ride of a pretty useless area. Originally I wanted you to go into a station that would remind those familir with SWG of the space station on any planet and then that leads intop a train like station that would take you through a massive pit like area similiar to Episode 5 where luks said fuck you to vader and dropped after getting his hand cut off. Any ways I cut out the pit area which was pretty big. While it didn't really effect VIS or Lighting compile, it slowed Meta comple for such a useless area. Now it's just a tunnel that leads you through to the area where the casino and swimming poool (plus a bonus area). I've added onto the second floor of the main lobby and placed hallways on the opposite side of the Padawan cantina where you can find classrooms, and given a new access to the second floor of the archives. -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Im glad, I really am happy to be back to working on it. I'm sure any modeler/coder/mapper etc knows how it is. You go insane and just stop having idea's as you spend tons of time on one project. Some time's you've gotto jump over to some thing else to rebuild the love XD <3!