-
Posts
643 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by AngelModder
-
One of the most notable thing's that will be different in this one as I've mentioned will be the texture's used. Here is an example of a window texture I just completed. took about an hour in Photoshop to retrace the design etc, but it came out nicely. (I had to trace Park's Stephenson work as to use his actual photo would have caused copyright issues). These will be seen in the area shown in picture two. Im actually about to begin replacing the decking texture's as well as the steel used on the superstructure, this will allow me to condense down using markers to figure out where windows will be rather then cutting the brushes for each window. A cleaver trick I learned ages ago but it's time consuming to apply. But in this case with it currently sitting at around 10k brushes I think theirs room for improvement. All i can say is, get ready in the next couple of days to see some DRASTIC changes, in these shot's you will notice the world around it has been erased, the original while effective was ugly imo I never had the time to go in and polish it up. Another technique I will be adjusting for the final cut.
-
I just want every one to know this project is NOT dead, just been going through some major overhauls. I thought it time to finally share some of the techniques I'll be incoperating into it to help the FPS issues as well as accuracy. Fixes - 1 : The first and foremost was to condense several brushed areas into larger pieces using singular textures. A good example of this would be the deck/floors of the boat deck and A deck. You will notice as you ran around on the previous version that there was a darker wooden trim next to the deck housing (walls) etc, this originally was done with separate brushes, now it is done with 1 brush per 50X93.5 ft (25 for angling near the engines). Fixes - 2 : Allot of work is being put into working the vis on this map, I'm no expert so I would ask for help if any will offer who feel they could take on the technical task this presents. what "I've" been doing for the moment is to go through and detail/structural brush every thing from bow to stern. Fixes - 3 : After the death of my former computer I was forced to DE-compile my previous work to retrieve it. This sadly means we've lost the interior I had designed. However depending on the situation of the VIS I may rebuild some of it. Or at-least the Iconic Grand stair case and dinning room. Luckily since allot of the detailed structure was made of patches not allot of texture re-allighntment has to be done, still quiet a bit though. Fixes - 4 : At the moment I am replacing allot of the old textures with new realistic HD ones. I always felt the old ones just screamed bland. Hopefully in the next day or so I should have a a few photos of this. This includes a new hull texture, which believe me when you see the difference you'll shite your self. LOL Fixes - 5 : With the release of Titanic Honor and Glory hanging over my head I felt it necessary in the time this will have any lime light to let it provide as much as possible. in the final phase you will be able to select certain objects all over the ship and be told details about the. Originally I was going to do this as "Print" however I've decided it will be done sort of like a toggable hologram. Now I want to say I do not knock the Honor and Glory team nor there work, im acctually VERY excited about it. just disapointed I wasn't ever able to do the same I guess. Fixes - 6 : Brushes every where are being fixed and cleaned up. This will be a ongoing effort till the very end, I know my brush work, but we're ever learning right? Especially with a complex structure like this were only 80 feet of it are level the rest angles in some way shape or form. --------------------------------------------------------------- The planned release date for the final cut is April 10th 2015. If any one is insterested in getting involved please hit me up on here with some references to your work/skill. Let's show them one last time what JKA can do!
-
-
-
Im just gonna say this, there very pretty, great texture work, but theres some thing funky going on with the neck that just sticks out like a sore thumb. Theirs also no real definition to the chest, they dnt need like a busty thing going on, but there not angled right, no breast is shaped like THAT... I even had my gf double check XD Overall 7/10
-
-
You must remember that when I first started on Titanic there was few engines if any that had even the ability to let you run around in things you built, at the time it was an exciting idea to finally be able to walk her decks and experience her last hours. . It may not make sense, but 9 years ago we didn't have any of the titanic mods available these days.
-
-
Version 1
762 downloads
You all know the story of the TItanic, well here it is for Q3-JKA. This is not built to be morbid or do exploit, I had family on her so this is actually quiet personal for me. I would like to note two things right off the bat! 1 - File Size : Its huge, its the flipping titanic, and in the final cut there will be be 8 versions. All textures are custom/wip and theirs a few in this old pk3 that were not used in it YET, as they are for the coming interior that you will see in April. This map is highly detailed, and its really big... So if you lagg I am sorry. 2 - LAGG : This will be fixed in the final cut, I am going to try and reach out and see if some one more wise then me can help me get this to not only DO a vis compile but do it right. As of now it's a mid to low fps map depending on your machine, I apologize, but then again I've never seen this in ANY game where it didn't lagg, the ship has allot of details. A few people had problems with the water animation showing up black, please do not spam the comment box, simply pm with your system info and let me know of any issues you find/have. I encourage you to do this, please, this will help me, help you, and help the project. To be honest I almost didn't want to even release this for quiet some time, with Titanic Honor and Glory in development I felt in many ways it stole this projects thunder. As of now the entire SP story is scrapped. So I am sorry, but I will not be taking this any further then MP. A small thing Id like to add is that I have already swapped out this old water shader in the new cut, so no need for messages about that. Ive also since slowed down the smoke, as I had her apearing to move FAR to fast in this BETA. This map has taken MANY year's to build and even accomplish in this engine, she is built according to the orignal ships floor planes and her line planes and scaled as such was a good guesstimate to feet for this engine. We did our best to develop a measurement system back in the day, and I've applied that here as best I can. The entire ship as I said follows her line plans, so she curves from bow to stern, shes not straight, another small added detail. Big note : Do NOT touch any thing in this pk3, everything I borrowed from huddizle was done so with permission, please speak with him and I before using our work! DO NOT port this to another game! I will move it eventually and keep adding on as I take it to the next engines Q4/D3 source2 etc. Sorry but I'm not gonna end up with another Cordone situation. If you would like to learn more or ask/tell me some thing o do with this please PM or skype/email me at NicholasDuncan2010@hotmail.com Any ways I hope you all enjoy this beta, I need all the info and help I can so please DO NOT BE SHY! I want to finish this finally after 9 years! Thank you ALL for your time and patience and may I finally say.... "WELCOME TO TITANIC!" ~AngelModdder~ -
-
Version V2.9
1,183 downloads
Years and YEARS ago I had this really crazy dream that was persistent for quiet some time, I eventually built it and released it to Jk2files "Arrevanous 7". YEARS later I bring you the "BETA" for V2, official release will be Christmas night. In the final there will be a secondary night version with more snow. I would like to take a moment and note that this is the same beta I released earlier this year to the JAWA clan for testing. Many thing have changed since in my own personal version however atm it is not quiet ready. Theirs a few hidden areas and secrets in this map, including one that's NOT finished. However its sort of a teaser of whats to come in the final release for you folks. Btw if you have qeffects this map looks even more amazing. Everything in this map is custom (some thing are base textures altered). There also was LOL a spelling error on one of the crystals prints but I was tired so please excuse that. This map uses a few of my own secret tricks, including a new weather system/effect I designed (I've worked to make this much better since this Beta Btw), so please don't just go ripping things off, learn and ask permission please. File Size : 59 MB Date finished : 8/24/14 Brushes : 8892 -
Ah ok so it was _remap0# thanks dude!
-
Alright back in the day working with Darth G he taught me the basic _remap command, however he mentioned there where other stages to this for models using multiple textures. In this case it is the models/map_objects/korriban/guard01.md3 that I am trying to remap. So heres what I did. I bassically just wanted it in a grey stone rather than tan so that was a easy black and white adjustment in photoshop for both textures the model uses, next gave them there own directory in my pk3, no problems. Went in and set it up, testing one stage at a time... First _remap was " *;textures/Dromuund-Kass/statue_guard01 " worked fine, ofcourse the other bits were off that need the second texture. So I added the line (from what I thought I remembered him saying _remap2 with a value of "*;textures/Dromuund-Kass/statue_guard02". Now the second one worked fine as well HOWEVER... 1 went and tweaked up, as if it was now trying to use the second one for all of it... heres the entity window in gtk As you can see it is just f'ed up... This probably falls on me not doing the commands right, but in all fairness I never came into a situation where I acctually need to remap based on the acctual textures for the models. Also if any one knows where I can find Darth G's MP entity definition file could you please PM me a link, or post it here?
-
-
- 5 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
This was my first skin, I was suprised I even got the MP species menu side to work. Omicron and I had a lot of problems learning this. I could look into it and I will let you know if we manage to get it working in SP. Ty. As I mentioned I am going to over the next year create a new Darth Vader model for JKA. I look at this and felt really held back when it came to his cybernetics etc. I intend to build him with the whole works. ~Ångel-Modder~
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with:
-
- 46 comments
-
- JKHub Exclusive
- Star Wars Related
-
(and 2 more)
Tagged with: