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AngelModder

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Everything posted by AngelModder

  1. I did manage to get the most recent version of q3map2 I could find finally running right. I am currently using the one that comes with gtk 1.6 Not a hundred percent if thats the most recent in the whole world but it did finally allow me to use my full cpu and ram without safe mallocing out like a lil B. Also took some more time and reread some of the old hinting etc tutorials. I dnk if I'm just an idiot or what but it still doesn't work right for me. However just general decent layout and -V + Areaportals etc seems to be keeping the FPS happily at 90+ Minus when you turn on D glow for some area's of course. I did finally managed to figure out anti portal, must say that's incredibly useful! I guess my biggest question is what am I doing wrong via Hinting. I understand the concept, I understand how to lay my brushes out etc. However a compile before and after renders no difference under any circumstances when using tris view. :/ MEH!!!!!!!!!
  2. So as many of you're aware I'm working on "Jedi Home III - Retirement Center Temple Edition, in the map is a nice large hanger I've been for a long time wanting to put a nice ship with a full interior in for a while. Problem is I can't decide which ship to place in it! So I'm leaving it to you! Over the course of a week (which is seven days for you Martians unfamiliar with human time) I am conducting a poll, simply cast a vote and at the end of a week first place will get placed in the map, and second place will be placed in another map I am working on. Thanks again guys, remember this map is for you! AngelModder - May the Force be with you!
  3. Well a little update. JH3 and a few smaller maps will be my last JKA pieces. While I will remember my time with the community it's sadly that time when we have to face she's quickly dying and theirs not much in the ways of options to truely save her and bring her back to the glory days. With that said. I am moving off to my original roots once more the Unreal Engine. There I will begin work on a JK styled sim. It will take time, I will keep you folks posted as I go. Hopefully we can b...

    1. Show previous comments  3 more
    2. Tempust85

      Tempust85

      Doesn't really seem dead to me. :P

    3. AngelModder

      AngelModder

      Have you seen the servers lately mate XD?!?! Theirs hardely any traffic. I don't know maybe I'm playing the wrong mod or some thing. MBII is dead as hell, using JA++ normally but even then it's just 0's 99% of the time on most servers. :/ KR get's some traffic and a few others but it's just a bunch of noobs 90% of the time who wont even listen to simple rules. :/ Meh not gripping just not sure where the traffic is HAHA!

    4. AngelModder

      AngelModder

      LOL Btw I am back to JH3, just finished the primary build of the prisons and student eating hall.

       

  4. Gonna take a small break from JH3 for a few days to revamp on of my old duel maps. Wont take long, just happen to run across it and was like WHAAA I totally gotto redo and fix this XD!

  5. So I was looking for a song in the cantina, I think this wins hands down XD!!!
  6. Sick as a dog today! Can't keep any thing down. :/

    1. Bek

      Bek

      Stay hydrated and make sure to get plenty of sleep!

  7. The overall quality is very nice, accept the face and hair. The secret of the new trilogy. Kylo Ren is actually ASAIN?!?!?! DUN DUN DUN
  8. Excuse me ahead a time for saying this.... HOLY FUCK!!! O-o Your models lately look incredible. Request/suggestion I wanna see how you would do a yoda... I know I know every one does him. But mate your models quality wise are 10 steps ahead of what we typically have seen in JKA. Really a step in the direction this game needs to go. Realism. Any who 10/10
  9. >.> All jawas MUST DIE!
  10. The original(s) both had a nice little dojo to them, so shall this one!
  11. Archives are finished aside from a few texture update's I'll make near the end of the project. They wont really be changes, but more of better variations of the same idea. For example the glass of the domes should not be one constant color but rather brightest where the bulbs are with soft fades etc. The floor is reflective only if you install the optional patch that will come with the map.
  12. 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!
  13. 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.
  14. 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.
  15. >.> 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
  16. I originally was using this for it...
  17. Yes later this year. After Jedi's Home 3.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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
  25. https://www.hindawi.com/journals/ijcgt/2016/5182768/ The kind of mind warping crap I read to design O-o....
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