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AngelModder

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Everything posted by AngelModder

  1. I understand mate this is a use with caution sort of thing. Although I do have to admit I am anxious to see my project with actual specular mapping and height mapping. As you've seen in the photo's theirs a lot of wood and carving's every where. It would look quiet grand to build it compatible (as an option of course) for those using the rend2. I do wish I knew a bit about JKA's Q3 coding I'd offer to lend a hand, but perhaps just showing folks what it can do on some thing like this will peak some interest?! On that note to address those watching this topic with anticapation of it's topic name, I've been going through the last few days and doing a bit of fake baking. This means I am loading the carving textures etc up into Bitmap2material and pre rendering the the normal maps into them. While not as effective of course as true height mapping it does give a deeper feeling to the textures. However sadly my computer can not handle doing this to some of the bigger textures. So any that I've used that are in the 4096 range I won't be able to do this. Not only that it works best on the smaller one's as I have to print screen the texture bump mapped then convert that back into a texture. Tonight was a busy one. Starting at the upper most deck (te boat Deck), I've begun final detailing, this means the celing texture's the floor, the windows and wall panelings are finally being fitted in. A small but worthy sacrifice I've had to make is to make the windows on the Boat and A Deck none transparent for the sake of area portaling it away from the exterior of the ship. these areas view out to the decks beyond and I couldn't handle hearing complaints about the lagg of this effect this go around. However on the B - D Deck's, the portholes are built into the hull of the ship, here you WILL be able to sea out to the sky and sea with no fps draw either way. A simple thing I know but one for a moment I wasn't sure would work effectively fps wise.
  2. I'd give it a try, I mean the more folks involved imo the better overall image the developers get of whats really needed. My question would really be how does the q3map2 handle compiling such implementations, and weather or not the new effects hit the fps. I understand it's a new render so it's possible it could be better fps then vanilla jka, but I wonder if it limits the map size more due to compile struggle.
  3. I am hoping I'll have some things ready for screenshots tonight, I've had some problems the last few days that I'm finally weeding out the last of. I'm so far behind right now it's insane, if I could just get a break from these damn little error here and there.
  4. LOL That'd be my cousin then eh? I know from the little I could understand it's basically a new renderer for the game, in a sense making JKA use what you might consider quake 3.5 LOL. Still have no idea how you get it or how it effects mapping, I don't know if I'd really trust suc a thing, these sorts are usually riddled with bugs and unstable, JKA runs like crap as it is much less would I wanna add a bunch of FPS consuming effects. Just my opinion of course.
  5. Well firstly I don't even know what rend2 is tbh, I keep hearing folk's mention it, but I have no real idea what it is even, must be some horrible publicizing on some one hands... Any ways, no the released version will not sink like you would think, it will have two static points (2 separate maps) for the sinking, one at around 1:25 Am just as the bow was starting to slip under, and a second at 2:18, just before she broke. Theirs sadly no FPS friendly way to sink her and not drive people's computers crazy using the q3 engine. Not at this level of detail any ways. That having been said, the static moments she will be in however will be very detailed. for FPS reasons and functionality the first variant at 1:25 AM will have angled water brushes, at different levels for the interior and exterior.
  6. I wish it worked that easy @Zefilus. A new shot of the re worked D Deck landing of the forward grand staircase, theirs two textures I want to replace on it but it's good enough to show a preview of! Enjoy Oh and yea... So, I made a booboo, I hired a cheap contractor to do my plumbing, click the spoiler to see what happened !
  7. LOL The entire map tells a story, it's part of the mystery. But if you look around you'll figure it out. Just look for the thing's that are different and they'll get you started.
  8. Here is a sample of the 1rst class dining saloon ceiling texture. This texture is super HD, the actual in game texture is 4096 X 4096 while my Photoshop™ PSD is a resolution of 8192 X 8192. I found that any small of a working platform cut the sharpness of the details. If your going to spend 6 hours on a texture you sure as hell don't want it to look like crap. This texture is not to be used without my express written consent. ~ AngelModder
  9. Oh yea yea I did use this is idea for the lights shadowing and bloom effect.
  10. It is actually more narrow just like the original thing. Every aspect of this is map is measured out down to the inch. One of the first thing's I did was to establish a set of scales that I could agree on. At the top one person can pass through on each side, most pictures you see of replicas or even the film, greatly widen it to emphasize it's scale. But in truth it was fairly narrow at the top with just about 3 feet on either side of the center banister at the top. Every room, every pillar in this even tables will be measured.
  11. Seriously out of 50 views not one person can help? :/
  12. You could also try using the q3map2gui, it's a good program all around for compiling and converting.
  13. Don't foget you can always use _lightmapscale to sharpen the lighting as well on particular models or func_groups. Most of my mapping is done in func_groups so I can control each area/thing's lightmap, so blurrier (_Lightmapscale 4) where theirs a lot of ambient and no real defined shadows, and (_Lightmapscale 0.125) for things I want to have a very defined shadow. I actually really encourage folks to use the Func-Group technique in there maps, it can save you invaluable .bsp size and compile time and come out with a much better overall map image. Be warned though as some may know, the sharper the lightmapscale the more fps it seems to draw and can some times bug if you go below 0.250. You can also in turn tell different groups to cast or not to cast a shadow, such as a light source its self some times should not be casting a shadow. Use _cs 0-1 and _rs 0-1 to controll this. _cs means Cast shadows 1 is on and 0 is off, _rs is receive shadows 0 is off and 1 is on. An example for a light source say a chandelier would be _cs 0 (meaning since it's the light it shouldn't be casting a shadow depending on how it is suppose to work realistically) and then _rs 1 meaning that things can cast shadows on the light source its self if they are able to. These commands can also be placed of course on any model. A side note about func groups, they can be set to structural or detail, so they can be used like normal the engine does not see them as an entity so make sure you detail and structural correctly as you normally would when using func_groups. ~AngelModder™
  14. Allow me to first off state that this is not a request for passive aggressive pointing me at a tutorial. No offense intended by that of course. Rather I have been asking for weeks on a few other platforms for guidance on how to "Vis" a particular thorn in my. side. As well as more to come I am sure. My deadline for this projects end (April 10th) is quickly approaching, and I have no more time that I can waste trying to solve these problems. What I need is an expert at "Vis" work to aid me, to look over my work on a daily bases and either guide me and teach me, or to physically lend a hand in taking care of these problems. I have included a link to a sample of one of the particular circumstances this person would be dealing with. A Multiple level area with a center well with a running staircase down it. The goal would be to set it up to where no more then 2-3 of the 7 floors of the staircase are rendering depending on the players position. Who ever takes this position of course already understands the meaning of all this. Again I am done trying to learn what obviously just doesn't make sense to me. I get it, but I am not an artist at vising, nor do I have any more time to waste on this with already so much on my plate for my last jka project. Please Pm me on here if interested. Series and experienced replies only. I would also request that you not be afraid of using a microphone, as I learn best that way and or can explain it best through talking over the situation. Thank you for your time ~ AngelModder™ (Link to example A) https://www.dropbox.com/s/ct066jheo5h2r8r/Vising.rar?dl=0
  15. VIOLA the finished lights and effect! This was actually a really fun piece to pull together, I have a similar light fixture in my house so it really helped to see how the shadows and lighting should look.
  16. The lights will no longer cast blotchy ugly shadows, rather they will cast the correct shadow pattern and give off a bloom effect.
  17. Well it's been a busy past couple of days but B Deck forward and C Deck Forward are nearly complete, just a few finishing touches and they're done. The floor and ceiling textures, the last bits of pipping and ductwork, and of course room numbers. Also included a photo of the gsc with the new pillars in, say good bye to the old floor and ceiling textures! Tonight's going to be a lot of Photoshop and shader work.
  18. Redesigned a bit of the pillars last night, from day one the tops had bothered me. It was a hell of a search but I finally managed to find good enough photo's to piece these together. On the left is the new one's, on the right the old.
  19. For every ones lol pleasure. Lord Vader's true fate.. .
  20. Not a big update but an important one. C Deck is nearly complete. It's probably one of my favorite areas honestly. I am unsure why I just always liked the feel of it. I'll post up some more pictures tonight after I finish up the last 2 spots on C Deck. This is of course before the final detailing for the ceiling and floor comes in. As I've said before I do the floors and ceiling as big textures to avoid cutting my brushes a thousand different ways. It's more time consuming but looks better and saves me allot in the end. Also note this is missing signs etc. Tonight will show the final product of this area, kinda can't wait to show off my pursers office! And yes each cabin will have the appropriate room number above it, via a decal. Having an issue with those atm where they are coming out too bright. But I'll get it fixed. Also sadly the port hole will have to just reflect the area your in, as It's impossible to get sky to work within an already sky boxed area even with area portal.
  21. Oh man, I'll see if I can't gather up some good links for you over the next day or so. Honestly most of it is engrained in my memory from over 20 years of research, When JKA came out I was formely a UT modder, however neither UT 3k4 or 2k4 were really gonna be capable of what I wanted and needed to do. So I came the JKA community, starting off small, I had played JKO online and done some modding already for the Q3 engine but nothing to the level of a full scale map. I got lucky early on to meet very inspirational and helpful people, Darth G, @@Lazarus, Immenor, Ockniel, Mace, and many others over the years, through them I learned allot of technique. This project is a symbol of trial and error, rip it apart and try it again. My worst enemies were max patch planes and max map visibility LOL. Now it's time for me to make the final cut. The previous attempt the "BETA" while it never was released with it's interior (although my version does have one) while it worked, for many reasons never lived up to my hopes and what I knew I could really pull off with just a little more fine tuning. Like the R.M.S. Olympic was the the Titanic, the 'BETA" was a huge learning curve for me and the test of just what could, and couldn't be done. My personal story in this tragedy was not a good one, she lost her children husband sister and brother and law and all established family ties in a single event, so for me doing this project right, help's me understand just what that sort of moment would feel like. I've often played my sinking variant of the "BETA" I've stood in what was her bedroom, and watched it flood, knowing that at that moment her children were in the sleeping her husband and brother and law making there way down the GSC to retrieve the children, they who would be cut off by the quickly rising water, and the sister who slept in the room forward of the children would be lost as well. It honestly chilled me watching it happen. Any ways enough rambeling from me, I'll send you some links shortly in the next day or so. http://www.encyclopedia-titanica.org/titanic-deckplans/c-deck.html This would be a good place to start however to understand the ships layout.
  22. Well to fill you in @@IrocJeff_jeff, the plan is straight forward, the grand staircase of course, as well as the stern grand staircase. the b and C Deck hallways connecting those of course as well. The dinning Saloon, which is about 50% done I just refuse to show it yet as it's probably one of my finest works to date and want it held back till finished for a big reveal. The Turkish bath's as well as the swimming pool, with functional water tight bulk heads to show as an example of how they worked. For those of you who don't know the Titanic's layout, the swimming pool area took up the entire starboard side of the ship for the entire 55 foot long compartment on F Deck, the pool it's self measure 32 feet long by 14 feet wide, the pool was 8 feet deep with 6 feet of salt water (heated of course). These 2 area's will be shown in the first video walk through I'll be doing of the map shortly before beta testing begins in late march. You also will be able to explore the entire length of "Scotland Road" as well the 3rd class dinning saloon down on F Deck. The 3rd class dinning saloon is one of my favorites so far to work on, as it has a warm pub feel to it, a little less stuffy then the 1rst class, a little smaller and cozier. Theirs two really interesting things I've found about the 3rd class dinning saloon. Firstly it was separated down the middle by a water tight bulk head, with a water tight door on either side for passengers to go from one part of the room to the other, during the sinking these doors were of course shut (manually). A common misunderstanding of Titanic is that not all the watertight doors shut automatically just the ones immediately below the water line. Most on F deck and up had to be shut manually. The second thing that's interesting about the 3rd class dinning saloon is the double staircase riding the watertight bulkhead running down the middle of it. these were place there so passengers on E Deck could easily access the chosen area of the 3rd class dinning saloon, no mater if they cam from the bow or stern. Another reason this was done was so the 3rd class single men (who's rooms were towards the bow) would be separated from the single women (who's rooms were stationed towards the stern) even during meal times, while families (who's rooms were along the middle of the ship) could choose the forward or aft section of the dinning saloon at there leisure. What's so important about these sets of stairs is that around 1:25 AM water running along "Scotland Road" on E Deck made it's way to these stair cases, and began spilling down into boilers rooms 3 and 2, hastening the ship's decent. Boiler room 3 was caught of guard and quickly over ran with water as it had been trying to help boiler room 4 which was taking water from (to this day) mysterious source below as well as recently from above. It was the Death from above effect that killed the ship, her crew, and many passengers caught off guard trying to find there way to the boat deck. Another area I have decided to add just recently due to it's small size and simplicity in many ways was the 1rst class smoke room aft of the aft grand staircase, this was a flip of a coin decision and also gave there more reasons to even have the aft GSC. At this time, I do not know if there will be other area's, I would like to do the Parlor Suites, Mr Andrews, Father browns, and my own great grandmothers bedrooms if time and space allow. AngelModder™
  23. Whats exactly are you trying to go for?
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