Jump to content

AngelModder

Members
  • Posts

    645
  • Joined

  • Last visited

Posts posted by AngelModder

  1. (This is your conscience speaking. Don't let all the praise get to your head. Keep working at it with a critical eye, passionately and diligently.) ;)

    I see a lot of flaws believe me. I don't like (looking at the picture) however blurry the skybox is, the fact every single window is lit up, how the ones that are lit up are all the same tone/brightness in appearance, how the white strips around the raised beds doesn't look very realistic it needs to be actual lights not just a white glowing texture, I really hate these damn trees... XD

     

    While I do appreciate praise, I appreciate honesty (worded politely) more. We all have very easily wound-able ego's, but some time's I completely run out of idea's, or worse; I have too many idea's...

    Cerez likes this
  2. Thank you for carrying on where Shadowstone left off, and thank you for expressing such intense skill in the execution of this task. This map is glorious, absolutely glorious, and I eagerly and patiently await its release. It's really stunning what you're accomplishing here.

    Well I always really liked these maps, so like any thing else I am trying to give it all the attention and quality it deserves. Today was spent mostly fine tuning and doing a LOT of texture work. As well I spent a bit of it planning out more of it's overall layout etc.

    The courtyard being the main spawn point for the entire map imo is the thing that will really set the tone for this project. Please remember while the map as far as overall design is 75% finished (it's layout and different sections) now begins the longer and more difficult part. Putting them all together nicely. Detail's shaders, texture creation and adjustment. Theirs a LOT more to go. So here is one more screeny of the Courtyard as she is tonight. tomorrow she'll be given a whole new level of life using artificial shadows and bloom effects. And hopefully if I can find some one to make them, or I can find some I can import, she'll also get some new tree's. I despise these ugly old things.

    rCrSXSb.jpg

  3. Your first and second Jedi Homes are LEGENDARY. I'm very glad you came back again to give it a third, and even better, makeover. I'm definitely using this when it's released! :D

    I must sadly correct you. I am NOT Shadowstone... I am merely continuing this line of maps since he is no longer (for many years) a part of our community. However before his departure I spoke to him and asked if some day it would be alright to make a v3 since he was not planning to make one. He said sure. So here it is many many years later.

     

  4. Some updates to the exterior main courtyard. Far from complete and yes I hate the fog in the pit too, I'll need to design a new one. LOL Zv2yuo8.jpg

    5kwEtXD.jpg

    oZ5RUhx.jpg
    I'll also be editing my sky a bit more obviously to fill in what would be the structure around this said courtyard. from here you would be able to see higher structure on the jedi's home side (indicated with the JK logo) and a high tower above for it's council chamber.
    Theirs a few different spots where this kind of work will be done before finally adding a skyportal allowing moving vehicles etc.

  5. So I'm working on Jh3, and I was looking at the main courtyard and decided I'd really REALLY love some new tree's. I know what I would like to see, but honestly I'd rather not be open about it here. They will be used for a later project as well. Any who it would be 4 trees at max...
    I could do them myself, however between building a clan, a website, this map, another small side map for a friend, and life... Good god I have no time or patience atm to mess with them.
    If interested please PM me.

  6. Only good thing about blender is that it's free, it kinda stops there.

     

    You could copy over the weight map with just about any software.

    Wont lie I kind of agree, however it has allowed me to quickly throw together some interesting Rp pieces. So it has it's value in the community. IF you back it up with new texturing etc it's not a bad personal option.

  7. Depends on what you're overall target goal for your server is on a game play level? Theirs ofcourse the good old classics, Academy V2 & V3 Jedi's Home 1 & 2, and when I'm done with it V3 XD LOL. Uhm theirs also Alzoc 3 academy, dantooine enclave, Council GCX. These are very common for people to have. And honestly they DO attract people to servers.

    So  tell us what you're looking for mate. :D

  8. So as many mappers know lighting a map is probably one of the biggest pains in the arse to get just right, and in this engine the rendering of such usually in some way or another lets you down. I personally set the world down to _lightmapscale 2 or 3 and make most of my map in different func groups and controll the light scaling as such. In the end I usually can do pretty decent. however as many of us know some time's you have a bigger map, and you build with a fear in the back of your mind of that dreaded Safe malloc BS... Which some time's theirs just no fix other then to remove sections.
    Not some thing I want my current project to suffer. Though with my experience I doubt I'll have a problem with. Not being cocky, just saying experiance pays off. I have a 2 gig gpu and my gf has an 8 gig gpu so either way I think we'll be fine. However this is Jedi's Home III (3). I want to go above and beyond with this.

    So my query is such, if I remember right from Darth G's lessons the light mapping process creates a file called a .srf. this is usually erased after the compile is finish as it's merged and baked into your map. It seems the actual generation of this is the point where most maps if they're going to have that critical safe malloc issue happens here. I recently some how managed to accedently generate a .srf that didn't erase it's self for my map (going to look into keeping it on purpose). By the way never put a .srf in your pk3 it will crash your game. I was curious as to what would happen. So lesson learned, it is bad very bad...
    So if some how we could get just the .srf could we then open this file (photoshop didn't recognize it again I need to look into alternative plug ins or programs) could we then create a more realistic lightmap by editing/creating the .srf file ourselves. using the export and or import (or perhaps other switches) switches for our compiler?

    Basically can we edit the .srf file if I'm viewing its perpose correctly and ergo save the compiler trouble and help it create a more realistic overall appearance in game. Furthermore, if we can then perhaps through a patch enable the adding of .srf files to a pk3 perhaps allow users to switch the lightmap via ingame?
     

    Langerd likes this
  9. I don't really get how. They're not rigged for JA so there's no free lunch here. They'd all have to be rigged to the JA skeleton. As for the JK modding community, there's no one left anyway ( www.massassi.net and www.jkhub.net ).

     

    /badjoke

    Ironally thanks to blender you could do about one of these and hour... First you need to spit the mesh up into 1000 vert pieces or decrease there verts. I'd say split em personally and avoid losing details and messing up the texture mapping. Then reassign the textures, next bring them into a already rigged model, assign, weight paint the parts appropriately... Probably a little tweaking around and wallah, yea you could do it. 

     

    But to be fair I agree, honestly people should learn to scratch make this stuff. If they're clever they'll do as is needed for these higher poly meshes to come into JKA and split it up a bit as they design it better. Ergo allowing a lot more detail. Or ffs maybe the open jk guys can edit this limitation with there god like nerd skillz?

  10. Years and years ago hatrus made a sword for me that was published on jk2files. The Sword of Prometheus. Just curious if any one has my old sword. I lost the pk3 ages ago, and now that I've got a server of my own I would like to use it once again! <3<3<3 I would be most grateful!

  11. Holy F- That makes the original 2 look like utter trash! No offence but this new version looks amazing.

    HAHA LOL to quote Dooku 'This is only the beginning!" Currently working on the Republic Hanger section. Anoek is working on the trials and training area. We really hope to give clans more then just an aesthetic reason to use this map.

    Cerez likes this
  12. Word of caution: don't get clan time get in the way of map time. :D Don't get distracted.

     

    (This is where you say "sir, yes, sir!" XD)

    HAHA Don't worry, it will get done. I did do some work on it, just nothing exciting. I got the main hanger shaped out and sized, the hanger lobby put back in and working again, then I spent some time on one of it's secrets... ;) Now I'm sadly messing with my websites template. :

    Cerez likes this
  13. Yea he's rigged, he works for the most part. no facial expressions but every thing else seems to work. The file was a mess when I got ahold of it. Had to redirect everything and rewrite his shaders. Still looking for more voice clips to give him more taunts and wounded sounds.

  14. Come soon to a server near you! Keep an eye out, I'll be updating this topic soon with a link to our website where you can find all the answers and more about this project that's been two years in the making!
    This map will be {P} The Pride Clans first public contribution and my first public release in years... I'm back! ;)

    ---------------------------------------------------------UPDATE--------------------------------------------------

     

    xXqlkUZ.jpg

    j5MCFqu.jpg

    d0882Gc.jpg

    qoPEjWQ.jpg

    5DD33Dw.jpglSC2Khy.jpg

    ZWN3nlY.jpg

    R269gKa.jpg

    djEBCYl.jpg

    pwDlRWO.jpg

    UgRgNLI.jpg

    Please  note most of this is early WIP. Much of my prebuilt area's are undergoing a refit. Theirs still a lot of detailing to go, and many other area

    s to add in. Overall I have 75 % of the map built, now it's just time to put it all together, get it up and running, detailing, and fine tuning.

  15. Added WIP modelscale plugin to repo: https://github.com/Razish/japp-assets/blob/master/lua/sv/modelscale/plugin.lua

    Does not yet support reading modelscale.cfg

    Adds modelscale <scale> command for clients

    Adds japp_modelScaleCmd 0-1 cvar for servers to enable/disable model scaling via cmd ^

    Adds japp_modelScaleRange <min> <max> cvar for servers to limit the range of allowed scales

    So here is my simple question... I'm trying to add this to my server, dled the LUA you linked to, do I just put that in my servers Japlus folder? Of do I just add these said cvars and any one with the same LUA can then use the model scaling withing the Cvar perimeters preset in my server config using the Japp_modelScaleRange "Min" "Max"... A bit of a noob question, but this is my first time tweaking with JA++ to this scale... Pun not intended.

     

    if it belongs in the servers Japlus folder, do I have to add a Cvar to tell it to load said .LUA?

     

    P.S. Is this correct for the servers .cfg?

    set japp_modelScaleCmd "1" <--- this I understand

    set japp_modelScaleRange "0.5" "1.3" <--- This I wasn't sure about how the "#" should be set up...

×
×
  • Create New...