Jump to content

AngelModder

Members
  • Posts

    628
  • Joined

  • Last visited

Everything posted by AngelModder

  1. You more than liely have the jko maps for jka, so you probably have some of the textures it used. I was lucky as I as a mapper I automattically move all the jko textures over to my jka base in folders name textures/JKO-(PLANET W/E).
  2. Mind ='s blown !!!
  3. What was your favorite map of all time? Mine was Jedi's Home and ofcourse the Academy V3...

    1. Show previous comments  13 more
    2. ensiform

      ensiform

      mp/ctf4 > *

    3. AngelModder

      AngelModder

      I always liked quick tripp for its textures XD and the swoop!

    4. Daedra

      Daedra

      I love the Coruscant Jedi Temple. Why? See for yourself..

       

      http://oi60.tinypic.com/2u3z2vs.jpg

       

      I may actually request this Map to be fixed, since the boundaries could easily be expanded for more epic gameplay.

       

  4. Point is is that the line is grey, theirs a lot of maps with ported textures even, take arevass as an example of this, those are jacked straight from ut 2k3... Music from other games, this is going to be a highly controversial move on Jkhubs end...
  5. In that case you better run through your files cause theirs a ton, that also includes szico's model packs etc... That also therefore would mean blue ice twilight and many other maps would also have to be removed for using ported things from other q3 or other games... bassically the point is, where does the line get drawn? And wtf is even the point? I mean do you really think any one's paying attention to this community? If they were we wouldn't still be stuck with jka we'd have a new game... Say goodbye to about 25 % of the good models and such on this site folks...
  6. Is it sad I dled Movie battle just for there skins/models? I wont even play it...

    1. Show previous comments  6 more
    2. Cerez

      Cerez

      SJC's maps are beautiful! :) But you do need a decent modern computer to run most of them. (By that I mean above an integrated graphics card.)

       

      About the community, yes, I've had a similar experience a long-long time ago. Everyone expects you to know how to use their combat system, which is entirely different to base JKA. And yes, it is a great mod, and an entirely different game. *nods*

       

      But even if base JKA is limited in many ways, I still enjoy it way too mu...

    3. Cerez

      Cerez

      ...much to part with it. :P

    4. AngelModder

      AngelModder

      I did enjoy the effects and the merc play Ill say that much

       

  7. O-o a two seater lawn mower?
  8. Oh lord lets not have another inyri Forge which hunt of ported models... It did nothing but turn off people to JK2files and it will do the same here. The game is dead, let people do as they wish...
  9. Caulk_nonsolid will always do that unless you set it to detail. Although thats useless as you'll get the same result as the nodraw idea. You might try setting it as a world fog rather then using brushes. This also all depends on the actual gof shader it's self. The cull twosided one's tend to have this issue when doing your fogging with brushes.
  10. Ok so these two questions may or may not be related however both oddities and issues started around the same time. In this shot you can see pretty much the maps essential information, brush count so far is faily low, the geometry of the brush work fairly simple. also the overall entity count, around 430 of them are lights. Now oddity one is the weird result of unescesarry portals outside the actual map its self. Now of course these are not causing any vis compile issues, happily despite this maps size now that I've gotten the hinting technique down goes incredibly fast, less than a minute for a very large map. However I am wondering if this is an indicator of a smaller/potentially bigger problem. I also am wondering if this is also hurting the next stage of compile my lighting as oddly enough I compile light fine without a vis compile, but if I do a vis compile I get safe malloc during it. Even with giving it a couple of minutes break in between compiles. I looked through my compile logs and theirs no indication of any leaks or what not so I cant seem to figure this one out...
  11. Yea I've put together a dark grey skybox with a a cloud layer over top for those areas where you "might" see it, however the over head canopy is pretty thick so thats not many spots. I did give my lighting a blue touch as well, I saw this in many of the original movies shots. Right now Im still in testing phase building all the assets, trees, textures,The environmental basically. Ill post some pictures once I have that all together, then I can begin working on the actual map.
  12. Well the trick is taking advantage of the conditions on degobah, rather foggy, dark and mirky. I've already designed about 6 different trees, the trick is atm figuring out what it's sky should look like. Ill Be focusing on Yodas hovel, lukes crash down spot and the cave. wont exactly be a giant ffa map but a smaller ffa map good for rp and a good jedi trial. I've wanted for a long time to mess with some ones mind via some thing like a jedi trial. You'll find I'm unusually cruel, and will make you face your fears.
  13. I'll be sure to do it credit, I was acctualy talking to a buddy on skype today about how I'd never seen a Degobah map for jka, so I started working on a few trees and decided to see if any one had ever done this one. turns out a few big mod projects had tried it, however as they died, there maps went with them due to lack of release. Gimme a few weeks to cook up the trees and terrain!
  14. Already working on this...
  15. Thanks dude, I was looking for a beautiful statue to put in my map, the lady of Iris one will do great! I don't normally outsource for such thing's, but this one is just gorgeous! Great work mate!
  16. Thank god some one finally did this... now I can tie kyle to a dart board.
  17. Yea Pm me, I'm putting together an updated version of this to add that and npc's as well as fix several errors I've recieved reports on, and a critical crash problem for myself and other folks that we didn't encounter during preliminary testing.
  18. I'll be updating mine in about a week to include full npc support, bot support as well as fixing this and several other errors I've ran across.
  19. Such a shame the project died, Ill keep this safe just in case !
  20. Ok so I've tried a few different thing's so far, and nothing has worked. This texture/shader just hates me. So i've come to you guys for advice, figured I'd get some sleep and see if any one had some idea's. I'll post the texture/shader that way you know what i have it as so far. And I've included a in game screenshot to give you an example. This is the ships aft wakes (WIP) what I need them to do is fade away, I've even tried laying them underneath a black to transparent layer and it just acts like it's not even there. This texture ofcourse scrolls to give the effect the ship is moving. Again any help and or ideas are/is appreciated. Shader in use atm ( Simple I know ) textures/water/aftwakes { qer_editorimage textures/water/aftwakes surfaceparm noimpact surfaceparm nomarks surfaceparm nonsolid cull disable nomipmaps { map textures/water/aftwakes blendfunc add rgbGen identity tcMod scroll 0 -0.25 } } Texture And here is what it looks like atm in game.... I don't like this... At all..
  21. Yea the blue stone, what I meant was like take a 64 X 64 X 64 unit brush and texture it with ur blue stone, then scale it on there at say .5 or 1 or 2, w/e looks best to you. This brush will become your sample brush. if you're using GTk 1.5 a useful trick to align all other brushes using that texture to that scaling is as follows. Select the surfaces you wish to scale, then select the sample brushes surface LAST, now press S (duh) and press the adjust up or down each once so up 1 down one, this SHOULD align all the others to w/e scaling/alignment te sample brush is set to. The bricks bug me on one note, they cut off at the top halfway through. you've got brick then BAM halfway trough it another texture. the flow of textures is highly important in a map, it can be a make or break point as much as lighting and shaders. Any ways hope this helped, good looking map btw! AngelModder™
  22. FIrst thing I'd suggest create a texture sample brush. What this means is create a block say 64 units in each direction, tile thing's like your stone texture that you use allot on it at w/e density you want the rest of the map using that texture to follow, then grab all the surfaces with that texture on it in your map and align then to the texture sample brush. This way they are not overly stretched. I notice that allot of the basic stone texture you are using looks very over scaled as I am guessing you used the axial option. Axial is fine if the texture it's self is scaled appropriately and is HD. However base one's often look sloppy at there original scaling, dents and dings and pot holes that are way to big. A good example of this would be the grass texture used in the base sp Yavin maps, the texture is over scaled making blades of grass on the ground lying flat twice the size of a person and makes them look blurry. It in the end avoids an eye sore. Almost as much as repeating textures can as well. The main problem I see is your textures all around are over stretched and this causes them to look the way they do "blurry". Another thing I wonder is how are those tall thin brazers standing with no legs to hold it stable? As for a banner waving effect a theirs a few base shaders and quiet a few maps out there using this effect, id start looking in your base shaders though. If you have any further questions feel free to Pm me on here. ~AngelModder™
  23. Looking for a texture artist for the Titanic Project. Don't need much just a few things that are outside my paremeters.

  24. Well daily update time today we'll be discussing lights and bright ideas. First this is not exactly a new method but perhaps this will give others some ideas. I needed a realistic light so for me this screamed one thing that I've never seen any one d in JKA. Filament and realistic shadowing. Step one of course was to build a giant light and light bulb as I would need them, then compile the entire thing with a _lightmapscale of 0.125 (the sharpest one can get without frying q3map2's little brain. Step 2 was to acctually look at how it said the lighting would work, one of the reasons for the light needing to be build on a larger scale, was not only for the models detail sake (and my sanity during building it), but also so that the light entity itself could be placed within the actual bulb and ergo show me what would really happen. The result looked some thing like this... Tisk Tisk q3map2, you have yet again completely disappointed me... While this result is highly disappointing and has the downward effect of hurting our light compile it does show me one thing I need, what the shadows roughly should look like So now we move on to step 3. Step 3 involves a little Photoshop™ work and this little shader here complements of @@Oobah Texture Shader - Now, we compile again only this time everything that is the light fixture has been set to a func_group with _cs set to 0 a, This makes is so the light fixture itself not longer casts shadows ergo only my decal shadow/bloom will be the visible effect. This time around we got this, and a much faster compile since Q3Map2 needed to compute nothing all while getting a better result then it ever could have given us. WOW! now thats how we all want our lights to look right? Now all that was left was to turn it into an ase (with the decal as part of it) and wallah end result is this beautiful light that snipers will love zooming in on! Regards... AngelModder™
×
×
  • Create New...