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AngelModder

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Everything posted by AngelModder

  1. Wow some seriously top notch work!!! 10/10 all across
  2. Just gonna say it, I don't like Net radiant or Net custom.. There, I said it. I'll stick with old 1.5 that gets the job done without crashing, freezing during saves and unloading my folders during saves. I don't want to map in blender, if it ant done in gtk it ant real mapping... Maybe I sound like an old fart on that but all of the new crud is just broken, hacky, unnecessarily filled with lazy tools that just break half the time. Beginning to understand why so many just stick with modifying vanila, it's just to much. I shouldn't have to sit here 20 years down the road and learn a whole new program college kids are learning just to make a darn texture, gimme photoshop and lets go. This substance designer is just nope for me, taking all day to make ONE texture, nah thank you. 

    I was really wanting to get into rend2 and do some work with it, but I get why no one switched now, it's just too damn much, even modern games don't require this much work around. I can pop in ut5 and in a day make an entire world and this its like ah 1 texture at a time has to be REDESIGNED with all sort of weird sorcery and the blood of the innocent just to make it work. 

    I dnk maybe I'm just frustrated and old and dont wanna learn new crap, but to be honest I think I was doing just fine without it. If that makes me a B rated mapper, so be it. I outshine those I wanted to outshine years ago, got nothing left to prove. 

    1. AshuraDX

      AshuraDX

      Wow.

      Let's start at the beginning. What broke about netradiant? 

      If you're switching back to radiant 1.5, does that support brush primitives yet? Otherwise going back may break some or all of your texcoords irreperably.

      About Substance Designer and rend2:

      All of the processes you need to learn to make textures or rather materials for rend2 also apply to UE5, Unity and other Engines that use Physically based rendering. 

      You may also be missing the fact that you don't have to remake every single material from scratch. There are plenty of free platforms and marketplaces that offer finished PBR Materials you may use across projects. Converting those for rend2 won't be an issue at all. 

      The only textures you need to remake are any special made custom designs, e.g. the large carvings from the temple entrance. And even then you can use other readily available materials as a basis to then remix and match into what you need. The difference being that you're working with full pbr materials as opposed to single image materials/"textures" as you're used to for jka.

      You could do all of this mixing and editing in Photoshop aswell - Substance Designer just gives you a nice node based interface to non-destructively and iteratively work through this process. You could also use Substance Painter to get a best of both worlds approach to material authoring. In painter materials become layers that you can mix and blend in plenty of ways, very similiar to photoshop.

      You could also check out Quixel Suite, which used to integrate into photoshop as a plugin and gave you essentially the same capabilities as substance painter. Quixel Mixer also offers tons of base materials you can use.

      Hit me up on Discord, let's see of we can't get you up to speed.

    2. AngelModder

      AngelModder

      You're right I probably need to just relax and give it more time. What software would you recommend Aside from Substance designer to just convert the textures that dont need redesigned? I found a few online ones but they really sucked.. XD 

      Sorry for my rant just an old man whos grumpy. HAHA

       

    3. NumberWan

      NumberWan

      I prefer GtkRadiant when it comes to building and creating a map. Mostly for the tools and certain capabilities, but I use NetRadiant (the orange one) for fixing some aspects later. For example if I need a more complex landscape – I use both editors for this. Or rotating an object more freely. As for Substance painter – I usually use it for partial texturing, later adding all the details in PS. In any case combining methods is better, but is most likely best to work the way you feel comfortable.

      Honestly, I use 2-3 programs for making models for NPCs and props 😉

  3. So finally watched season 3, this guy was a bad AZZ.... I'd love a model of him!
  4. Damn... This is sexy... I cant wait for this to go in my rend2 profile... A nice modern menu. Speaking of when we gonna get a high quality kyle/desann etc... TO WORK MY MINIONS.
  5. I wonder where these go ;).... Lets see if any of you know your jedi temple this would be to the left of the great hall...
  6. Bridge is completed aside from an eventual new carpet texture, the entire room is finished aside from later to come doors as I add on area's. A bit of brush clean up this morning running around rebuilding things a bit better bought me back 3200 brushes... So yea its important some times to waste time rebuilding things.
  7. Since the map is vising so well and the fps is is great I decided to remove the doors and try it open for a bit as it was in the movies. perhaps I'll leave these in later for locking the temple down, but probably for a different game mode, really thinking I may make a story mod of my own or a seige map of this after it's done for vanilla/ffa/rend2. I know some folks have already asked me if Movie Duels or Battles will be using this, truth is I do not know I have not been asked, I'm not even sure their aware of this project. On that note, I do not like the idea of someone tinkering under my hood so to speak, so any work to convert it I would have to do myself. Got the rest of the lights put in as well today, the stairs are finally in, I'll be working on the bridge railing and columns (<--- is that really how that's spelled) tonight; I'll also finish up the exit details around it's door ways. Changed the material type of the tan and red stones you see in the post above for the exterior with a not shiney but weathered looking set up, fitting they would use the same stone, but the blend point is the texture of the texture if that makes sense to the rest of the outside. I'll post pictures of that tonight as well, this will also show you the guide mechanics and the open door ways, see how ya'll like that feel/look.
  8. One more update for the night before I rest... *Yawn* It's 1 Am here and I got to be up @ 5AM. Got the wall details for the great hall built. Needs a bit of texture design but looks solid. Also started working on retexturing the exterior face of the temple a bit.
  9. Daily update, the great hall thus far, still about 35% more to go on this room. Wall detailing and window casing, a staircase and other random fixtures lights and benches etc.
  10. It's based on several books released over the years showing inner diagrams, imagination or book descripts when there is no source. An interesting point is the movie has this hall completely wrong and installed in a way that could not work in real life. Somehow surrounded by windows even from above, so instead of trying to nonsense the build, I use false windows my backlit stained glass, or will use I should say, this room has quite a ways to go yet. The camera bit is more than likely the skyportal entity needs moved up a unit. However I am not so concerned with that at the moment as everything in the skyportal is a quick built concept of what's to come. Not a cull issue but good guess, similar effect. at the moment with all the floors planned out she sits just over 14k.
  11. Since release of the Anniversary Edition Change log Great hall (area just inside the temple) fully extended this means it more than doubled in size, arches touched up, texture swapped on arches as well - medium tan marble with wood trim (more to be done on the wood bits), arches top crowns had a detail added a small ball like structure and the faces brought more together these will slide down a bit further as I make room for the trim boards. Somaz got the cube maps to me for the jt so finally got to see some of the blue clear up. XD Yea THIS is what you're all missing by NOT using rend2... And pretty much the same shot but in Vanilla...
  12. Version 0.25

    217 downloads

    Map - The Jedi Temple On Coruscant Anniversary/Knightfall Edition Early ALPHA VERSION 0.25 Designed by - AngelModder/NicholasDD Commissioned by - N/A (personal choice) Details - An early alpha of a 1:1 scale recreation of the Jedi Temple on Coruscant. It should be noted this is only about 3 weeks of work and I will from here on be posting monthly updates of the map as time goes by. The map at the moment includes the exterior (rooftop unfinished) and the (unfinished) great hall. MUCH MORE to come! I plan to represent every area of the jedi temple we've seen in either the movies or clone wars series. There will be several variations, Dusk or Knightfall is this one, Dawn will be a hazy morning heavy fog with light rain, and a dramatic evening of course. Please note all textures/models are early stage place holders. This map is being designed for vanilla users and Rend2 users. Bug's - None that I'm aware of. Permissions. None currently, lemme finish before you start using stuff from it or doing things with it. XD Credits - Somaz, I borrow some of your bespin reborn assets and tweaked them to play around with and learn the process and showcase what it can do even under different light levels and map size with no cost and great effect!
  13. I will be releasing a early sneak peak of the map today, what's built of it currently any way.. I figure every month as I progress release a updated version till completion get feedback etc from a much earlier a point and avoid the pile of small bugs found later at once. As well today's version will be quiet special and will always remain a public release, other version will be removed from jkhub as I go along. Todays version will include a early version of the great hall as well, the first interior area!
  14. Amazing mods all of you! Really dug the female rodian, I use it myself. I don't know why just was different. However as far as overall aesthetic and technical skills go I gotto hand it to somaz, mapping is a pain and going to the lengths he did to show us what the next gen tech can do for JKA was insane! Amazing work!
  15. Well I'm off to bed but here's tonight's final update. The entrance way came out beautiful, still has some work to be done on the back wall where the doorways are of course. The first image is without rend2 the second one is however the effect layers have not been created yet for the L/D grey and Red stone material.
  16. Started on the entryway. Should have this and the Great Hall mapped out over the next 24 hours. Then to spend about 12 to finish the roof enough for Saturdays Anniversary event.
  17. HUGE Update in more ways than I can even type out. A complete lighting rebalance, and all of the main exterior details finally dropped in, about 90% complete, next I'll move to the roof top before continuing on with the interiors. Fps dipped in the last photo due to spamming snapshots XD. FPS locked to 60 FPS to match my monitor running 1920 X 1080p on a GTX 1050 TI.
  18. Alrighty, finally got the clouds to cooperate and did a lot of photoshop work for the skyblend but I finally captured that vibe I wanted, just before dawn standing there with a hot coffee watching the Coruscant traffic just before dawn breaks..
  19. Oh yea all statues atm are temp place get them made or eventually I'll break down and learn it myself. Started working a bit more on the sky, the far off skyscrapers haven't been added yet, but I've been working on the clouds/horizon. Got that nice infinite city with a nice subtle spherical feel a bit of that light polution on the horizon and bouncing off the clouds FPS dipped a touch when I screenshotted but I do have a ton of things open too.
  20. Daily update. Got the upper windows in on the sides, the textures swapped all around, a lot of other small adjustments, there is about to be an addition to the front.
  21. So here is a small video from earlier today and a couple of pics from tonight. The video was done before I had created the carving texture for the 4 massive stones in front of the temple.
  22. Ok so I would do this myself but for some reason I'm having problems with blender, no matter what version of it I grab and no matter which version of JA plugin I grab for it (yes I made sure to grab the correct ones and got screen share help) for some reason it just says NOPE. Any ways all I need is the Jedi temple guard player model (link below) in 2 positions at most as static models for the Jedi Temple map I'm currently working on link to topic also below. The two positions would be fairly simple, left and right standing at attention pikes in their respect left or right hand (this way it looks balanced when they flank doors.) Possibly a 3rd if someone could pull of an arms crossed pose. Format required MD3. Proper credits will be given in the readme for any work done! Also looking for someone to do similar work to make statues for the map if any one is intrigued. As always thank you for your time reading this; may the Force be with you.
  23. Update, did some to the exteriors lighting, added the brush celtic work above the main door, need final texture for center tile. Began work on the great hall, doors about to be cut and opened. Set the windows for the center strip. A lot of little detail work.
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