Jump to content

AngelModder

Members
  • Posts

    638
  • Joined

  • Last visited

Everything posted by AngelModder

  1. WOW, So I just realized this topics had over 2000 views. Really shocking for only about a month of being up for me. I just want to take a moment and thank each of you who is paying attention to this post! You really inspire me to keep going! Oh and my gf hates you for that XD! LOL... Nah but you are why I do this. JH1-2 and JK3 have been in a odd way a safe spot and a home for me and probably others. A place to escape and just let our imaginations dump... Any who, I hope in the next week to really start showing you guys some new touch ups. It's a slow process switching some of the lighting over, changes in textures or just some times texture quality. I've always been into focusing on the scale of textures from a 1rst person pov so not only am I trying to bring in higher res textures but scaling them every where after the initial build and texturing takes some bloody time XD! I wasn't really crying or w/e Q_Q over my prior maps. But meh I'm sure other mappers can relate... XD we like seeing people enjoy them! Trying to find the secrets or w/e months and months of work and that is our joy XD! In this maps case years of work off and on. But this is the final push!
  2. So the plug in idea totally works, when the map is released there will be an additional .pk3 in the Zip/Rar file that you can drop in your base the will turn on reflections and may include a few other changes. The main .pk3 is named Jedi_Home_III_Temple_Edition.pk3 the plug in Z_Jedi_Home_III_Temple_Edition_HD_Plugin.pk3. Works like a charm since the engine reads Z first and A last, the shader in the Z version reads while the other is forgotten.
  3. It would depend on what it is exactly. Imperial style is nice and sleek. I feel most people shoot to high and hence there projects are never finished. Most people try for large sections of the Death Star(s) or a Star Destroyers. While it's quiet possible to design large maps of those said thing's as we've seen in the past, you have to pick your battles carefully. Deciding what parts to do and what the overall goal is in the design. Most maps really only need 3-4 good dueling area's, some thing close to the spawn points and that's it. Unless you're a member of the RP communities maps like mine usually go unused or even unknown to the public. <--- Makes me a little sad some time's considering the amount of effort put into those maps.Though that's neither here nor there. I suppose the main point would be that like Jh3, it needs to be a design and layout that draws folks in. So yes, I would LOVE to, problem is choosing a design and layout that would be attractive and yet suitable for common gameplay.
  4. >.> Wierd I was just thinking Tuesday I wanted a new version of this! She's amazingly sleak sensual, I could hold her all night. 10/10
  5. I originally was using this for it...
  6. Yes later this year. After Jedi's Home 3.
  7. I dont know if it blocks VIS if its part of a structural brush, let me test that after I run my maps compile and get back to you on that, I'll Pm you the answer. If not a good use of antiportal would solve that if it was what one was aiming for. As a rule of thumb I only make my detail brushes nonsolids. As you said it saves the engine time and space and in the end you FPS and load times.
  8. Langerd may seem harsh, but he is very correct. We all know it's hard to read this sort of stuff, as a mapper it hurts our pride a little bit when we realize we fall short of our goals. I'm sure Langerd agrees with me, just ask for help, or ask myself Langerd or others about the stuff that confuses you. Not every one can read a tut or watch a video and understand. Besides you can't ask a tut or vid questions about specific scenarios. XD Point is, good first attempt at mustafar! However try again. Look at the entire set up in the movies, really figure out what matters most. Box build the general layout, worry about terrain and the sky box later. the main facility and the collection arm is what people will be mostly interacting with. So figure out it's layout and how to vis it correctly. TIP, any thing that is not your main floors walls and or ceiling should be a detail brush XD Basically pretend each room is a box, the box should be structural, everything inside of it is just details.
  9. FYI moment, the reason I've often been using the Archives of JH3 as an example and or showing it off the most is not that it's important to you or even to the map on the overall experience, but rather I'm evil I prefer to hold back the really good stuff for release. <--- Sounded dirty. As well the Archives is the testing ground and development point for many of this maps assets textures/shaders at this point. The main core of the map is fully built, it's just detailing and fine tuning the assets as I described above. Anoek (my gf also my mapping student) is working on the events and training center of the map. While I focus on what is the Jedi Home. Secret area's will come last. I prefer to work my secret area's into the details and around the map rather then sacrifice the map overall for one thing.
  10. LOL... Nah Simpler and much more efficient then that. But you're on the right idea of thought. One thing I've learned with this engine the more you can do rather then it having to do it, the better. An example is the wonders of clipping your brush work your self and setting your textures to non-solid and using caulk non solid. Saves about 1/4 of .BSP space, faster compiles, better FPS in larger maps. Shadowing as well, if you notice the pillars are casting nice sharp shadows on the ground, again I'm thinking for the engine and doing it's work to not only save bsp space and time but for a better overall looking product. Every where I can cut out the engines work is some where else where I can have it go balls to the wall. But that's neither here nor there. Any ways what I do in cases like this is go under the map and take a series of screenshots, line them up in photoshop, then filter them etc and set them as alpha layer in the shader. It's a bit more of a pain in the ass with larger rooms like this but manageable.
  11. Sadly Env maps just dont work well on the Z axis, what you see in the last picture is an example of that, usually you need to get to an elevated spot to see the env for what it's worth. It does work pretty good on say the chrome pillars if you create a panoramic env. That said sitting here I do have an idea that may create a more ambient fake reflection/bloom effect even.
  12. So just ran a test on the server with full graphics. I love this reflective floor but FOOOOk it hurts FPS! So here are my options I am throwing out to you (the people I'm making this for). A I can just completely remove it from the archives and it will just be a shiney floor as seen in the images below. OR Theirs another slightly cooler option I can do. See the entity we use in gtk to tell a specific surface to reflect in conjunction with a shader can be left in the said room and it wont hurt it at all. So via a patch you could download optionally we you download the map you could choose if you want the reflective floors or not in the RP area's. A small pk3 with just a few changes in the shader file that overwrite my original's and would allow this to be completely client based optional. Without reflection. Scroll to the post just above this one if you wish to see the room WITH reflective flooring.
  13. Small update - Here is a sneak peak of some of the new effects and textures starting to come together in the map's Archive. Next two thing's I'll be changing in this area will be the chandeliers structure/texture (they'll be the same overall size and concept these were idea placeholders) Then to replace the ugly texture used in almost every map that has an archvie on the archive shelves themselves. Going to have to make that one from scratch as well! XD
  14. https://www.hindawi.com/journals/ijcgt/2016/5182768/ The kind of mind warping crap I read to design O-o....
  15. I like the idea of making the secret area's a little more story/action driven. I'm really hoping that a few of them atleast will make you feel a bit like you're playing a small sp level. Secret area's will come after the map's full primary build is finalized and tested. Best not to put the horse before the carriage. I do apologize for not getting up some new pics last night. My gf was having computer problems and this shader lighting takes a bit of work to get just right. XD
  16. A small update - I will be posting some pictures late late tonight (I live in the Netherlands FYI) so 5-6 hours from now before I do that sleep thing. XD Been working my ass off getting the section I last posted pictures of more fine tuned. Finally managed to figure out how to get the dang 64 bit Q3Map2 working. As I finally have use of that I will be overhauling a lot of the maps lighting. Switching from light entities to shaders will be a super fun job HAHA. This also should be taken into consideration as you look at the photo's. I've yet to do any bloom effects, false shadows, enforced normal mapping, lightmap sharpness control & environmental shader blending. At the moment I am running a FULL compile to get a grasp of a before and after. The first thing to get changed will be the sky lighting. Atm it's using a entity sun. I'll be changing it out for the most up to date sky shader and begin really playing with how things look. So I'll post up a before and after of that tonight as well. By the way how does every one feel about the original Jedi's Home music, I originally built the map using Lando's theme from Empire strikes back. But recently switched over to the original 1 and 2's theme song.
  17. Alright so as many of you know I'm currently working on Jedi's Home 3. The project is going great so far, however I know I can go further if I can get the right advice. My own teacher Darth G has been gone for many years and there were many things at the time I didn't know, still don't understand, and despite my research just can't find the right answers, advice, tutorial's for; involving vis, prt files, setting up some of the newer tools like the 64 bit compiler etc. To describe my scenario a bit, I'm currently running a 64 bit system I've downloaded the new gtk, the micro visuals you need etc, installed everything to the best of my knowledge and yet there just still some oddities I cant get working correctly. For instance no matter what compiler (q3map2) I use, it ends up using only at max 4 gigs of my ram, I have 12 damn it XD I want to use it and stop dreading such a short sighted limit. So I could really use advice/guidance setting this new gen shit up and getting it working correctly etc. Hell I've used gtk 1.5 for years now, and 1.6 looks sexy, but it wont function right for some reason. An example being it's correctly pointed at my gamedata folder, yet for some reason keeps making a duplicate base inside my base and wont load textures etc. XD WTF!!!!!!!! As far as vis, I'm not exactly an idiot, I know how to correctly build a map using 45's, caulk, areaportal, hallways, areaportals, antiportals detailing/structural. But theirs still some I don't understand, for instance hint, never could get it to work right XD, prt files what exactly am I seeing here??? How do I understand this in a way my retarded ass can comprehend and use it to my advantage. I pride myself on how clean my .map files are and my use of the correct methods as best I know, but I am LIMITED by what I don't know or understand. To sum it up, I need a new teacher for some of the things that tutorials just arnt making sense to me on, and to help me maximize my capabilities via my computer's potential... Preferably some one who can voice chat, skype, ts, discord, fb chat some sort of voice com where I can really ask what I want or need to know clearly. Where examples can be easily swapped and explained. XD Embarrassing as it is, I need to know more and tut's just don't help this A.D.D. old guy XD HAHA
  18. Thanks, just too many years doing this and too much sacrificed XD... LOL
  19. I can't say any thing about where this is going to go BUT here is Republic Hanger A-93 connecting to Republic Hanger N-87. This is connecting to area's that will set this map apart from many and make it more useful then most could ever imagine a map being. PLEASE NOTE this area is VERY new, literally I spent more time on the technical details of the trains them selves rather then the area's construction. LOL It will be MUCH prettier later on.
  20. Mate this is not tooting my own horn or knocking what sjc gave the community at all BUT.... On a technical end SJC's maps were horribly built. Every technical rule you should follow, he broke. In truth this is why his maps had horrible FPS and in the end he limited what he could do without even realizing it. Many of us tried to advise him and to help him grow, myself, Darth G and others. He was just far to stubborn. Szico on the other hand may have for a while been a tad sloppy but later fine tuned his craft and became what I consider easily one of the top ten mappers for this engine. Please folks remember, SJC is gone for pretty much good, and I'm not knocking him as a person, but any one who has seen one of his .maps could tell you they're not much better then base JKA maps as far as construction went just without any attempt at vis control to make matters worse. And beleive me base JKA maps and JKO for that matter are so sloppy in construction I don't even know how the managed to compile them. I've got a sick rig and I still can't compile some of those sample maps without having to adjust thing's... XD! In other words set your standards a bit higher, SJC was great because he gave the community a lot, especially during the prequels era. But on a technical level, he never tried to learn more and shot himself in the foot over and over because of it.
  21. Ok so time to reach out the public, show me some pics, concepts or share idea's for what sort of secret area's you would like to see. The original(s) had very dream like out there and unique designs for it's secret area's. Low poly though unique in design and meant for a challenging duel. Tell me what YOU the public would like to see, pics, drawings, w/e helps get the idea across. Hope to hear from many of you on this!
  22. I was actually just thinking the other day I'd love a model of this guy for jka! Was any one else a little disappointed by season 3? XD
  23. Maps really growing now... XD! Hmm see some thing familiar out that window there!
×
×
  • Create New...