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AngelModder

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Everything posted by AngelModder

  1. The performance FPS wise in this map was a concern from day one. I really wanted to have more detail but not kill your CPU or GPU... It sits @ perfect in 90% of places. ofcourse theirs always a little bit of dip in some area's "IF" you're using the reflective floor plug in. But generally for most modern PC's expect 80FPS or higher P.S. After a small break I am back to working on JH, this is the final push. Theirs really only 3 area's that really need built, and then the final addition of secret area's. After that will simply be final detailing. Maximizing on detailing where I can and small adjustments. I'd say you'rem 6-9 week s from expecting a ALPHA. A note about alpha phase (which will take 14 days) I will be selecting 6 of you who have been the most interested in the project. I've been watching! they will give me feed back on performance and final adjustments. Ofcourse aside from recieving an erly sneak peak there names will be included in the readme, but they also will get to choose an easter eggs to be placed in the map as well as where it will be!
  2. This is not ported, simple as that...
  3. GET BACK TO WORK ON WAZRONE! *Cracks Whip*
  4. Who here can tell me what beautiful thing happens on Yavin in the early mornings...
  5. people just refuse to stop being lazy and learn to paint with Photoshop. it gets the job done but it has draw backs.
  6. Yes, it's capable of real time HD shadowing and a lot more! Real time normal mapping, cube mapping. Theirs a lot of thing's we hope to accomplish but we do understand the desire & the necessity of this to come asap! The true thing we will really need in the coming months is your support. The more people we get to see this, the more people that are ready to switch over, the more people who volunteer there skills to the project the sooner we can save a game we all love! JK has been a home for me in many ways as I am sure it has been a home and an escape for many of us, even for just a casual couple of hours to kill. We really hope the direction we're going with this will recapture that new feeling we all have been wanting while not sacrificing JK's charm and core qualities. So please give the project some love, visit our section on the Jkhub forum, give us your thoughts or lend a hand! Even just a like and a comment keeps us moving motivated and inspired! May the Force be with you all! AngelModder
  7. Well folks it's monday so here it is! Over the last couple of year's we've all been seeing a lot of bluster about Rend2 etc, but we'd yet to see it applied in a way that gives us any hope of feasibility. The other half the time it's being applied to maps that are unfamiliar locations and at times may not seem practical to what we really need. As some of you may know I recently joined the Warzone group, let me just say right now, aesthetically it's a dream, the game play is intense and incredible! I felt like I was in exactly what I had always wanted A NEW JK! So if you like what you see here, be sure to follow our progress on the Warzone project as well! https://jkhub.org/forum/134-star-wars-warzone/ Just to be clear I will be releasing a vanila jka version of Jedi Home 3 - Temple Edition as well as a Warzone Variation when the mod drops.
  8. As a member of there team guys I can definitely say this is some thing that is really going to work and breath life into Jk...
  9. Dont worry folks, things are fine. Working on a special surprise for you all! Check back monday!
  10. Oh no it's been through full light compiles many time's. part of it's design from moment one was to design it in such a way and effecient enough to run a full light compile with full bounce 100 letting it run untill it runs out of radiosity bounces. Most of the time it stops around 50-60 bounces, but the result is very much worth it, cleaner lighting, no need for ambient command, proper light + surface color blending etc. So no need to worry, it takes time (usually while I sleep I run the full one's) but the map thus far does it fine. While I have a 2 gig GPU and 12 gigs of ram, the very very finale compile when the map is done will remove the fast switches again and run on Anoek's 8 gig gpu. You also hjave to remember from day one this map's used a _lightmapscale of 4 (very blurry) with up to 0.125 in area's where direct crisp shadows on the brushes only effected by direct shadows/light such as light coming through a window onto the floor. In 90% of the real world ambient shadows etc are very blurry and you can't make heads or tales of them. So I simulated that and used it to my advantage! With 90% of the map running such a simple light mapping it allows a lot more focus and power to be given to the specific area's where you really see detailed shadowing going on. Ontop of this method, I also created many of the maps shadows for it, only once running a compile with the said pieces projecting shadows to see where the shadows needed to lay and reach too. After that I tell the said item (pillars book shelves chairs & light fixtures to not cast any shadow but to only receive shadows. Then using a thing mesh on the floor/walls that the object originally casted shadows on I place my fake shadow for that said item on it. In this sense not only do I get VERY clear crisp realistic shadows, but I can also simulate a bloom/d glow appearance all while in really making not only my compile go faster and better, but also YOUR game play not only looks better but RUNS better.
  11. Tennis balls of doom! LOL... Honestly I hope you make this some we can all check out even if just for fun! Can't wait till you get back to the vader quests though!
  12. This is soo true... EagleStriker was the shit! I think I got his name right. But on a serious design note I'm just going to paint a clear picture true fans of a generally dark story do no appreciate a Jar Jar binks like character. Which essentially is what Rosh was; a humor touch to it all, the problem was the because of the lack of interaction with Kyle and again a lack of interaction with Rosh you didn't care about either when it came to the choice of light and dark, all you knew was Rosh was an annoyingly over competitive pos and a cowardly traitor. Kyle you sadly only had two missions where he actually was there. Seriously who sends a Jedi Padawan out on like 9 deadly missions by themselves. It was simnply poor story and plot driving writing that screwed JKA and ultimately lead to there not being another due to sales and opinion reflecting negatively. On the outside of it all, the designers took the easier road by avoiding using Kyle as the main character and went with the easier road of making some thing new. NOW some thing new isn't always bad but in the situation of a legacy driven by a particular character you (if your not going to make them the playable toon) need a LOT of interaction with them. Finding this balance is hard for those who despite affording to say so were severely rushed in making JKA. This rushed concept is not only apparent in the game it's self but also very much the opinion of several of this games designers not simply the one being questioned here. While I wont go so far as to drive up old convo's or topics. many of them acknowledged this game was released ahead of schedule by pressure from the as we'll call them overseers. It's this drive for quick money of a stable name that has killed many things. The JK series is just one of many that deserved more credit then it was given, and despite the embarrassment the JKA brought to the titles prestige, it deserved a second chance. It still in many ways does even now after all these years. How many old games like this do you still see so many people working there ass off to preserve and restore? This also ties into the short sighted nature of most companies these days. MODDING keeps games alive as much as a great story and an awesome multiplayer. The secret? DONT FRIGGIN RUSH YOUR PROJECTS...
  13. Alright, i've tried to stay out of this but last year I played through JKO and JKA again just to recapture some inspiration and for the joy of it. While I see allot of people bombing you with tons of questions at once I have only one. It was a concern as soon as I launched JKA the first time and started watching the opening scenes. Who the hell was responsible for the creation of Rosh Penin and why were they not slapped and fired on the spot for bringing this evil into the world!
  14. Todays list is a long one. 1 - Pull out the maps main courtyard to begin testing and shader creation and final lighting at a faster pace. Creating a testing ground. 2 - Adjust all the used Bespin texture to a more whitish tone as seen in the movies. This allows better blending into the CC styled area's as well acting as a blending point into the JH side of the complex. 3 - Adjust, fine tune, and lastly reshoot the skybox images. 4 - Play around with a sun flare effect idea. 5 - Remove all entity lighting and illuminate via shader lighting. This will involve creating new textures for the lighting rather then just a glowing white surface, some thing more realistic. 6 - Create new env's for specific view point's and begin applying them to the new styled textures for the courtyard. The platform would reflect some thing different then the roofs etc etc. 7 - Run a full NON fast full bounce compile on said test section and prepare for either tragedy or joy. 8 - If tragedy ensues blame @@Langerd for the whole thing. If Joy ensues claim all responsibility and throw Langerd into on of the Bespin pits...
  15. Sigh... Going to be a long day! Time to relight the map with shaders and begin the final phases of shader blending. Will post some pictures later this evening!
  16. BTW POLL IS CLOSED THE WINNER IS OUTRIDER!!!!!!!!!! OTANA WILL BE RECEIVING IT'S OWN MAP!
  17. 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
  18. Thanks @@Langerd ! The water will be taken care of, it was a quick idea throw together. The center of the rooms more of a dinning area so I wanted it to have a bit of a tranquil feel despite you're surrounded by games. I see this mixture a lot in the casino's games and food in a classey manner. I want to create some really amazing holo dancer's for some little lounge spots over by the staircases.
  19. 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.
  20. OMG I could take Arrevanous to a whole new level... O_O
  21. So wait all the maps we've built can be ported over to this? O_O What about the saber combat? Do you have any plans to move implement this as well? I mean now that I see wtf this can do, dude hell yes I'll help with some maps O_O! I think what I and some others are wondering is, wtf is this? A JKA Mod? A different game/engine all together?
  22. And last but certainly not least (or less time consuming) SLOT MACHINES!
  23. 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.
  24. 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.
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