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AngelModder

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Everything posted by AngelModder

  1. 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
  2. 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.
  3. 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
  4. Thanks, just too many years doing this and too much sacrificed XD... LOL
  5. 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.
  6. 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.
  7. 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!
  8. 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
  9. Maps really growing now... XD! Hmm see some thing familiar out that window there!
  10. Theirs a lot more to this then what I'm showing in these pictures, and still a lot to adjust in these area's. However these should make some of you feel a little more at home!
  11. Yep, they'll be in the courtyard. I always liked that my self.
  12. here is a few more shots, This is a re conception of the main entrance chamber. in the original you came in and it was all "Welcome home Jedi" and had the cantina up above. In this one as we're sticking a little more to an authentic jedi image it has a sweeping stair case that leads up to the student cafe you can also go through the cafe and go into the main lobby. The entrance beneath the sweeping stairs leads into like the original an antech chamber with elevators taking the students down to there classrooms etc. A quick note on the overall concept, this map is While tipping it's hat to JH3 as far as overall theme and name sake, does tip it's hat also to a more gounded realistic jedi academy as well as the original's location. to sum it up it's the rend2 to vanilla of JH... XD Lighting and such is not final etc etc you know the drill. LOL These hallways will contain doors on one side leading to a simple student bedroom section. Nothing fancy or fps/compile wasting just for a bit more Rp a tribute in a sense to the fantasy/roleplay of the original V1 Jh.
  13. Hmm those are all good point's however. This map has had many peoples input from day one, all of which were greatly in love with the original Jh's. From moment one we knew we had to go above and beyond the original two while at the same time NOT killing FPS. We do have to take into consideration lower and pc's but also the capabilities of most pc's these days. I can assure you I have finely balanced this map. We use a 2 gig gpu for most of the buld however it has been tested on a 256 mb gpu and all the way up to a 8 gig gpu all have reported through the map an average of 60-90+ fps on server with bots and players. So please rest assure this wont kill your fps. Most look at places like the walls and see multiple layers for the different texturing. I choose to combined these into one texture. This being practiced in multiple area's along with false shadowing and bloom effects has done wonders for controlling the fps. The new version is greatly different then the original 2 as far as aethetics go, however I'd point out the V2 was greatly different then V1. The same feeling's were felt about v2 over v1 during it's initial release and testing. Many felt v2 was too different in many ways and lacked the same imagination and creativity of the first and aimed more for realism. Most and the others overtime where won over by the V2 through immersion. I feel some opinion may be being a bit biased sdue to me NOT being Shadowstone. While I can respect this, SS admitted himself that he was only a novice at mapping and did so mostly as a hobby part time and it's lay out and area's were greatly for that of his clans needs. Not so much for the community at large. I would ask that you give it a chance. I can't see how even just on the premise of what it is that it will disappoint. There will be more photo's coming soon, possibly tonight; I've been taking everything all of you have said into consideration and have been working the texturing and architecture more towards the original's. However you must acknowledge that the overall idea had to grow. While some may argue that the facility was NOT on bespin, I argue it was due to the fact it not only used it's skybox, but it used about 50% Bespin texture's aside from SS's personnel textures. As well SS himself stated in server that the original concept was a hidden Bespin facility. Whether this was his original intent OR one he excepted and adapted to over time who will ever know. A few have also questioned the reasoning behind so many new area's in the map. V2 actually cut out a lot from v1 and had area's v1 didn't have, this is not only a combination of boths ideal's but and extension. Natural progression. Any who here is a pic of the nearly finished main lobby. I still want to replace the statue's but that will more then likely be a last minute addition before release. Thank you for your support!
  14. Ok so a few thing's I've elarned since posting this. 1 : NEVER include a .srf file in your pk3... Very bad stuff happens! 2 : Using the export import switches in the lighting stages yes you can import custom work and save the compiler a SHIT load of work and get a much better product. i believe theirs a tutorial I recently ran across on here covering this. 3 : Using this in conjunction with self made shadows and bloom ='s OMG beautiful. To sum it up, I HIGHLY recommend people learn these methods. using func groups to control what is casting shadows and not, what is receiving shadows and not, fake shadows and bloom effects, custom .Srf files beat's any thing q3map2 could produce no matter what level of GPU/CPU you have. As well you speed up your compiles 200% or more if you really just get down to brass tax and do a lot of the fore mentioned techniques your self.
  15. So moving forward as we must. If theirs any thing else I can do for the project let me know!
  16. Interesting thoughts, this would be some thing I'd like to take a poll on. Yes, yes, and yes... XD
  17. O-o.... I didn't cancel the map...
  18. Really? Some one tries to protect his work and that's how you treat them? And to do that you would have to go back to Dark Forces one.Theirs not many of us old school mappers around any more. Starting to wonder why I even stay...
  19. Nah it's done before it even started. Injecting there thoughts on some thing that doesn't concern them trying to judge some one who has reasons for being protective and a right to be... They lost as soon as they posted. XD
  20. Oh no my dear apprenmtice it is you who will find you are wrong about a great many things... HAHA

    1. Show previous comments  1 more
    2. Ramikad

      Ramikad

      Every single person in that building is now an enemy of the Republic!

    3. RJA

      RJA

      Goooooooooooooooood, your hate has made you powerful...

    4. Cerez
  21. And I just don't care... _,|,, I'm a jerk for a reason, know me before you judge... That's truly childish.
  22. Good, then don't touch mine...
  23. The body texture in HIS variation. All he did was alter the tone/color of it... Where as I when I made this completely started from scratch. Now The one I MADE! Now I want to be fair here and sya the only reason I never responded to your request bud was that I was inactive at that point. That doesn't mean since I don't answer you can just go ahead and use it... To be honest I like what you've done with the model. And since you DID at least attempt to request, I'll forgive this once. But I also had to make my point and case clear, ^^^^ THIS is exactly the kind of crap I'm talking about people! Stop using other peoples work without permission! Now, Apprentice, continue your work, you may use the texture, I would appreciate it if you came to ME for alterations to it in the future rather then doing them your self.
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