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AngelModder

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Everything posted by AngelModder

  1. BTW POLL IS CLOSED THE WINNER IS OUTRIDER!!!!!!!!!! OTANA WILL BE RECEIVING IT'S OWN MAP!
  2. 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
  3. 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.
  4. 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.
  5. OMG I could take Arrevanous to a whole new level... O_O
  6. 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?
  7. And last but certainly not least (or less time consuming) SLOT MACHINES!
  8. 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.
  9. 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.
  10. LOL It's just the system/slick texture from GTK. LOL But I always thought the picture was kind of funny. XD
  11. Space chess !!!!!!!! And new carpet texture.... Early render of the slot machines! Now it just needs textured... >.> There goes 5 more hours HAHA!
  12. Seriously your dealers number or it didn't happen! O_O
  13. So taking your advice all around I've given the walls and structure a seamed paneled feel. I wanted it to have some detail, but to not distract from the other details and view of the area. However the walls really did need atleast THIS detail as flat seamless metal didn't make much sense. However during its construction it like the glass were really just temporary idea's of what I had in mind. Also I did convert the framed structure of the ceiling to an ase and took it into blender and removed some useless verts. Good idea on that one @@Langerd ! I am in the process of creating a better carpet texture however I do seem to like the red tone used in the image below, most of my time this morning was spent creating the Pazaak table however XD. It's interesting to see the effect the red carpet has on the walls and ceiling thanks to the bounce effect during light compile, honestly I don't think I'm going to fight that, it's some thing (a realism) you don't often see due to the color tones used normally in maps being darker. You rarely see this touch of realism. I did make sure the ceiling and floors were a func group and sharpened the lighting on them as much as I dare push it. Generally through out the worlspawn I drop my light map scaling down to a blurry 4 in order to give more power to area's like this. Using the filter switch during the lighting compile to pretty up the blurriness created by lightmapscale 4. Any ways my rambling aside, here is a wip shot of the pazaak tables.
  14. Alright so it's been a week and we have a tie! Otana and Outrider! I'm going to give them 24 more hours! Cast your vote NOW Remember second place gets a map of it's own (sort of like SJC's Falcon) and will ofcourse be given open source to allow others to use it in there maps as they desire (credit given of course please).
  15. LOL Ok this was funny XD
  16. OK so it worked perfectly this time. I guess an important note is that it works with Normans Q3map2GUI as well for those interested in checking this out. Higher limitations and I have to admit a MUCH faster compile, who can gripe?
  17. Sorry man Im in Europe so I was asleep not ignoring you. XD Will check the WZMap out in a sec and get back to you.
  18. BUT wait there IS more! The Lucky Shot Casino's primary build is complete! Now it's time for details and lighting! Gotto say I love the view!
  19. Juust a starting point on the idea of what the Casino will be like. A similar concept may be used for the Council Chambers.
  20. Gf is passed out next to me in the recliner and we don't have a head set atm. XD Other wise I'd be on there atm. It's all going great until any of the maps hit fixbrushfaces then a windows "window" pops up Meh fuck it... here is what is shows SCREENSHOT Ftw?
  21. A early early early wip shot of the Luck Shot Casino for JH3. This will be a classy casino/bar that is truely unique in many ways. A full panoramic view of the city around you will you drink, eat, and play!
  22. So a small update on this situation. I managed to use Normans Q3map2GUI and your WZmap.exe together to compile and get past the missing shaders and textures etc however WzMap.exe crashes when it gets to fix brush faces stage no matter which map I compile. Bassically I'm sure this works swimmingly, just need some help trouble shooting it a bit.
  23. Thanks. But yea I'd love to help once this is done. Alright so a quick question, maybe I'm just an idiot and have been spoiled by the old q3map2gui by norman, but uhm when I run my .bat file to compile using wzmap.exe it runs fine except it all ends up timing out because it can't find any of my textures or shaders. I never was an expert at .bat files... But here is what mine is... "C:\Users\Lil One\Documents\WZMap\wzmap.exe" -meta -v "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\JH3-TE.map" "C:\Users\Lil One\Documents\WZMap\wzmap.exe" -vis -v "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\JH3-TE.map" "C:\Users\Lil One\Documents\WZMap\wzmap.exe" -light -fast -patchshadows -samples 3 -bounce 8 -v "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\JH3-TE.map" Bassicaly as I fail at bats how do I tell it "hey dipshit here is his base folder so you can read the textures and shaders"... XD
  24. Id say your cloud city story maps were pretty damn well designed... I mean I dnk how they look in gtk ofcourse but in game the quality was great and a lot of fun!
  25. I'm not exactly fimiliar with WZ. Untill this I'd never even heard of it to be honest. Got nothing against the idea but I need to finish JH3 first.
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