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AngelModder

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Posts posted by AngelModder

  1. Yes, but your Vader skin/model would have to be on the server as well for anyone else to see it. Same goes for any mod.

    Yes exactly, this  why I want to do it via the animsound.cfg. that way nothing needs to be on the server, as with any skin if they have, they will see /hear it. 

     

    The hilt idea is not bad but like I said most servers have only the 9 single hilts unlocked, some times theyve even locked kyles.Granted I could make it over write the stinger, which still shows up and most servers allow. I believe its name is saber Single_trainer? The reason I would want to overwrite THAT one, is that it is RARELY used by any one, so I wouldnt see a bunch of kyles running around with vaders saber and breathing like him... The only down side to overwriting the trainer is the range of the blade, while visually I can correct this, the acctual tip is still decided server side, so people will be miss aiming with it..

     

    I had already planned on releasing Broken Hopes Darth Vader Default Overwrite Lightsaber, It overwrites the adept. maybe Ill just change the sounds on it as well for the pack... but its still not exactly what Ive wanted. 

  2. I feel your pain, I've mapped some portions of my Aurelia map on an old Pentium 4 with Windows XP, so more then 3 GB wasn't used either. Perhaps I can help you out with the compiling, since I have an I7 CPU with more then enough RAM installed . . .

    That would be awesome! but I will probably worry about titanic after the first of the years + I have to move in February. So atm I am trying to finish arrevanous and my skins. :D!

  3. What for rig do you have then ??

    I use a acer 5742 laptop with 4 gigs ram crap graphics and i3 processor. Myd esktop is a old pentium 4 so its not much better since it only has 3 gigs ram... Only plus side to it is it wont overheat like the laptop will XD! But it downright wont compile anything! XD LOL

  4. The problem with the hilt idea is that it would need to be on the server. Alternatively I use Broken Hopes Vader Default overwrite for visual effect. Question is can I apply a new sounds set to it so even though its a default overwrite you would hear his breathing, the down side to this though is that any one using that hilt would also have his sound which to hear kyle breathing like an asthmatic amputee would be weird! Now an idea mkight be to make it replace say the trainer or kyle's but a LOT of people use that hilt...

     

    Honestly the animation cfg is the best option according to sources. it can be done but theres little reference to how...

  5. Here it is the A new hope Vader -  Ive also went through all variations and added the same wool like feel to the robe bits like the cape and skirt have. Also the ANH version has its own movie accurate chest box/lighting theme/and belt lights. In Mod view its all grey as the actual effect is done through the glow maps of course..
    I have also finished to new chest plate as seen in this picture. 

     

    ANHVader.jpg

    Barricade24, Onysfx, Circa and 2 others like this
  6. Ok I'm getting into the final touches on this model, but I've ran into a small hiccup. What I would like to do is make it so when ever your walking and or running etc you can hear darth vader breathing. If it is possible maybe even when your just standing there. I saw in the original animsound.cfg it had a specified (costum sound for when Vaders hands are cut off. So theoretically this same idea can be applied to the other animations stated in the animsound.cfg and perhaps added onto for other events such as standing etc. Ok below in the spoiler I have included everything in the animsound.cfg for vader including my failed alteration. 

    the path to the sound is sound/chars/vader/misc/jump1.wav <--- the breathing sound. However I am a little confused by this file... 
    I tried to mimic what I saw for the hand cut offs but obviously I dont know what I am doing here.

     

    // Place UPPERSOUNDS or LOWERSOUNDS on a block of sounds
    // To deviate from this will court disaster the likes of which have never before been 
    // seen 
    //
    // RECORD STRUCTURE :
    // Animation enum/name
    // Frame into sequence where sound should start
    // sound file
    // starting number (if there are variations of the name: laser1laser2laser3)
    // ending number
    // probability sound will play
    //
     
     
    UPPERSOUNDS 
    {
    BOTH_GESTURE1 30 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 41 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 47 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 52 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 56 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 59 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 62 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 65 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 68 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_GESTURE1 72 sound/weapons/saber/saberspinoff.wav 0 0 0
    BOTH_RIGHTHANDCHOPPEDOFF 25 sound/chars/vader/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 64 sound/chars/vader/misc/death%d.wav 1 3 0
    BOTH_RIGHTHANDCHOPPEDOFF 88 sound/chars/vader/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 100 sound/chars/vader/misc/death%d.wav 1 3 30
    BOTH_RIGHTHANDCHOPPEDOFF 110 sound/player/roll1.wav 0 0 0
    BOTH_ATTACK_BACK 3 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_ATTACK_BACK 14 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_CROUCHATTACKBACK1 8 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_CROUCHATTACKBACK1 22 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_FORCELEAP2_T__B_ 22 sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_A2_STABBACK1 12 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_A2_STABBACK1 31 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_LEFT 9  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_LEFT 16  sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_BUTTERFLY_LEFT 22  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_LEFT 29  sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_BUTTERFLY_RIGHT 9  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_RIGHT 16  sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_BUTTERFLY_RIGHT 22  sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_BUTTERFLY_RIGHT 29  sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_FJSS_TL_BR 16 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_FJSS_TL_BR 27 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_FJSS_TL_BR 54 sound/weapons/saber/saberhup%d.wav 7 9 0
    BOTH_FJSS_TR_BL 16 sound/weapons/saber/saberhup%d.wav 4 6 0
    BOTH_FJSS_TR_BL 27 sound/weapons/saber/saberhup%d.wav 1 3 0
    BOTH_FJSS_TR_BL 54 sound/weapons/saber/saberhup%d.wav 7 9 0
    }
     
    LOWERSOUNDS 
    {
    //walk1
    BOTH_WALK1 6 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALK1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //walk1
    BOTH_WALK2 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALK2 18 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //fastwalk (run)
    BOTH_RUN1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUN1 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //fastwalk (run)
    BOTH_RUN2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUN2 20 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_RUNBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUNBACK1 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALKBACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALKBACK1 10 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_RUNBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_RUNBACK2 8 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALKBACK2 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALKBACK2 10 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALL_RUN_LEFT 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_LEFT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_LEFT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_LEFT 17 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALL_RUN_RIGHT 5 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_RIGHT 9 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_RIGHT 13 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_RUN_RIGHT 17 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_WALL_FLIP_BACK1 1 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_FLIP_BACK1 3 sound/chars/vader/misc/jump1%d.wav 1 2 100
    BOTH_WALL_FLIP_BACK1 7 sound/chars/vader/misc/jump1%d.wav 1 2 100
    //
    BOTH_DEATH1 13 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH2 13 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH3 15 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH4 19 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH5 19 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH6 14 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH7 13 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH8 17 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH9 21 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH9 40 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH10 26 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH10 52 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH11 19 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH11 40 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH12 14 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH13 33 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH14 24 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH15 15 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH15 43 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH16 25 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH17 56 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH18 68 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH19 68 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH20 33 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH21 34 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH22 6 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH23 6 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH24 15 sound/player/bodyfall_human%d.wav 1 3 0
    BOTH_DEATH25 15 sound/player/bodyfall_human%d.wav 1 3 0
    }
     

     

     

     

    Thank you for your time and help!

     

    AngelModder

     

  7. The lighting and geometry I see in that interior shot could use a lot more polish. It looks like a good block in though.

     

    Do you have any further shots of the interior? Are you mostly done? Will you include some more detailed shots of the decking as well please?

     

    Ill admit some thing here, the mapping is actually all running on _CS 0  on the actual ship... Here is why and please don't judge me for this. My computer cant handle lighting this and it was the only way to get it in game using my computer. In fact when I tried I burnt out half a gig of ram. Truth be told my computer just could not handle trying to light this the way I wanted. So Ive made do. I will post more interior shots soon. That pic of the stair case was indeed quiet old. But As this is sort of a big deal, and in many ways close to my heart and my families history, the big reveal is sort of a precious and anticipated moment for me. 

     

    believe me if I had a top line pc it could do a full normal lightmap but sadly my pc can not do it.

  8. Ok so here it the force unleashed version SO FAR, this is only a couple of hours so hopefully Ill have this version done by morning. Although I am not on to rush detail.

    Ok so to express some concerns I saw in previous posts. Firstly the TFU face has been updated, making the gashes more gashy less scars as some research thanks to a friend revealed that on the canon depiction of the gentle giant bust they are still open on his head and cheek just less raw looking and a bit healed. I will create 2 variants of this, one with his normal eyes, and one as you see it here with the sith eyes going on. This is for RP and choice effect. I am really trying to give the players lots of options. 
    To address the concerns on the episode 6 face, I have gone with what george lucas has deemed canon not what is seen in the movies. The actor who played vader in episode 6 for the death seen was not a chunky fella, but the breather and mask were acctually to small for him, which is why he looks so tubby. I have instead choosen to go with the life size lucas arts bust of what he looks like. The issue with the eyes... On this note I decided to stick with what has been deemed canon, watered down blue/grey... as his retinas etc had been severally damaged from being burned, they too like most of him had never fully recovered. (how the decided to this changed there color I dnk) but I am not going to argue it, ill stick with the fan boy choice and they will remain as they are, not bright blue. The only reason he is described as having bright blue eyes is due to Hayden, if u ever look at some one who is older and has blue eyes, they like the pics I showed, look watered down and have a touch of grey... Your eye color does change as you age. I will again as I said go witht eh fanboy choice on this and stick to canon, not whats thought to be canon due to Hayden.

     

    Another issue I would like to address is there are limitations to what I can do with this model... The actual robe part is modeled out so in game at certain angles you will see a pop up effect, however this was almost unnoticed by everyone until I pointed it out, and even then it didn't seem to bother any one much. For the cybernetics, I am doing the best I can. Theirs limited resources on what or how these things were exactly made, I have a few shots from TFU and a diagram and some Ep 3 being built shots... I will do the best I can on the arm. I plan to try and make it alpha channel so you can see through parts. I did not do this with the leg however, as the actual parts that would be see through are hardly visible once your in game. Not a laziness thing but more of practicality and due to the design of his legs it looked weird. The arms however are more form fitting so I should be able to pull off some thing cool! 

    On the note of his boot, I had to leave it partially intact on the left leg, this is because the knee peace if turned off or alpha allows you to see into the model. A choice I may go with is to make that knee bit look like part of the cybernetics and allow me to damage the actual boot further.I also will be doing a bit more work on the actual point where the cybernetic attaches.

    Please if you post some thing make sure you have canon lucas art approved resources as reference as that is what I am going with. Not being rude, but fan art etc and toys generally are off on many details. 

     

    Any ways enough rambling heres the darn picture! XD

    theforceunleahedALPHA.jpg

     

     

     

    A TFU head texture was already done, I can fetch it for you as a reference.

     

    As for the EP6 head, make him look a bit more lumpy, lot more desaturated, black-eyed, wrinkly, tear into his head a bit more (I know--gruesome. Star Wars, right?), make his scars look a bit more deranged, and uh.

     

    Oh yeah. Makes his eyes more blue rather than dark side-ish looking, and give them a feel of undisguised weariness and regret. As for different chronologies when he has a different mood, then he might look a bit more like Malak...

     

    Sorry if this seems like a little much for you, I'm just trying to suggest, that's all. I'll get you a picture of the TFU version of Vader movie duels 2 made.

     

    Ah, and on a last note, he looks a bit more like a booger in Episode V--that's judging by the ugly scene we see of him in his Meditation Chambers.

     

     

    I have also seen this movie battles 2 one, it was horrible. XD.... I dnk where they got there sources but THAT was far from accurate. And they also did nothing to fix any of the rest of the skin, they just tore into toshis textures and never gave any thought to realism or canon. While this model limits us from going all out it can still give a basic idea. 

    Also before any one points this out yes I will do the cap and everything else for this version... XD This is just a couple hours of work...

     

    I remember back in the day when I first joined movie battles dev team, they took pride and made all there stuff from scratch, seems there quality has definitely taken a hit.

     

    I am also currently making another change to the facial texture, I noticed these eyes look too sinister  *the accrual shadowing etc." I will post up a pic of the new face in a bit. This shot was really just to show how the body is coming along.

  9. I will see if I can make him look a bit more plump for the Ep 6 variety, as for the force unleashed while he did look to a point pathetic, I sort of made my own idea of what it SHOULD have been since finding good pictures of what he looked like in The Force Unleashed in HD are hard to come by. All I kept finding was a tiny toy model XD and a few concept art shots, Theirs hardly any in game shots for the search term :"Darth Vader Battle damaged" 

    Tonight I am working on the body for the force unleashed version. Please do keep in mind there are restrictions on this model due to how it was made. (Though expertly made) it does have limitations to what can be done. I did manage to pull off a good cybernetic right leg last night. So tonight I will work on the right arm.

    Lamented likes this
  10. Pretty much as soon as the full JKA source code was made available, a few of us started working on a more polished version of the jasp/jamp files. This also led to us starting a port of the rend2 renderer used in ioq3 - in short it's a drop-in replacement for the standard JKA renderer which provides a few techniques you'd expect of a modern graphics engine like normal maps, HDR lighting, depth of field etc. We have a WIP thread over in the OpenJK forum: http://jkhub.org/topic/2804-rd-rend2/?p=40366

    I think this is VERY awesome, id love to apply this to my map! 

  11. Do the caps have bits of metal and wires in them? Only seems logical, seeing as all his limbs were basically cut off, and he had to have the suit basically built on/into him.

    But that would mean you would need the hilt to hear the breathing, so doing it via animsounds.cfg would be quite a good idea, as that way you can use any hilt, and he could still 'breath'.

    Yea + Unless the saber hilt is on the server it is a pointless gesture to use or include it with this. The animation .cfg will allow me to control this. I can just mix the footstep sound in lightly with him breathing. And that's if its even noticeable that theirs no foot step sound over his breathing any ways.

     

    And Yes the caps fo have bits of war in them, but only for the knee's elbows and wrists, as these are the only relative areas that would have been mechanical. the other body parts use the basic default cap since they were still flesh.

    Omicron likes this
  12. WOW! I cant wait to use this!!! My maps and skins will be able to go to a whole new level. Although I will ask this. Normal mapping in the (Trick version for JA) usually upped compiled time for lighting through the roof, for even just a simple map... How do you plan on overcoming this? 

    The normal mapping sounds like a great addition however the issues with it and q3maps2 then will also have to be addressed. This also will help your normal maps allot to actually show without having to use a saber light. The engine + this would make it bump on its own even better then what is shown in ur pic. So when you use ur saber near it, theoretically itd be even more extreme then what you have showing in your pictures.

  13. vis also includes hinting.

    I'm not going to respond anymore at this point though, no point in doing so until you at least calm down.

    Wow, you come at me like a dick and then when I prove a point you toss out a peace of pointless irrelevant information I already know and then tell me to calm down when obviously your the ignorant on here. Dude I remember you from map-craft. On that note Ill say no more, just keep your opinions to your self unless you know what the hell your talking about... If you knew any thing about this renderer, qeffects,vising,entity work, and or how thats' also effected by multiple players and low end machines etc... you wouldn't have even posted the bs you did above... Next time you wanna give me and idea, do it without the attitude. 

  14. Why not make everything else besides the boat an entity? That way A) the boat collision would be smoother and B) you can vis the boat properly. ~25 FPS is borderline unplayable, let alone 11.

    Again you have failed to read any thing... secondly why the hell would I make everything else and entity the "SHIP" its not a boat is what sinks, the iceberg moves TO the ship creating the illusion its moving and striking the iceberg. From there the entire ship has to sink... inside and out.. There are no openable doors as the ship is a func static that is sinking, so theirs no areaportals, Other vis techniques would be rendered pointless as a func static is a detail and can not block any other detail brushes from drawing...

     

     

    Any ways I have deadlines to meet and I lack the time nor will to teach you.

  15. why don't you vis like a normal human being and stop blaming the machines...ffs this should be a walk in the park to PVS...

    You know you seem allot more intelligent when you don't speak. If you had read the posts above and or knew any real technical skill involving maps you would not have even posted this "attempt to belittle my technical skill". So instead I will simply use my vernacular skills and express that obviously you pay attention to nothing and that is why in my opinion this has got to be the most ignorant post I have seen to date. And I've seen plenty in my days among map-craft.

    Botdra likes this
  16. That FPS is a little worrying.

    Let me clarify this is not a perfect map.. if you have a old school low end machine don't even try it... If you have less then me again dont try this map...

    My computer sux, It's state are garbage were talking I3 3 gigs of ram and a POS graphics chip. Now 30 fps ='s most peoples 90 for me... 10-15 ='s about 40-60 for most folks. Ive had some mid and high end machines test this. The mid level was a i5 4 gigs of ram and a 1 half 1 gig graphics card. and the high end was a 17 with 8 gigs ram and a 2 gig graphics card... nei9ther one of them experienced any low frame rates, the lowest reported was around in the 70's with 10 people in the server during the sinking variety  which is the most fps demanding since the exterior/interior can not vis from each other due to them being entities. Comparatively this map is as demanding as Blueice twilight v2. The day time versions are better as the exterior/interior area vis'd off from one another.

     

    Also another note, I was using JA++ post processing and Qeffects pro during that interior shot...

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