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AngelModder

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Everything posted by AngelModder

  1. Well it's not the textures or shaders :/... hmmm I dnk. Oh well. LOL
  2. Thanks, but it's just that it's not suppose to have that odd shadowing. I guess all else fails call it good enough hm?
  3. Yes we have tried several different shaders I'll post the current one in the spoiler. We've tried different texture methods including flat colors to really see what was going on, with and without shaders. We've tried adjusting the lights even. This shadow simply wont go away, it's not even ON the texture or the glow map. I even tried switching to a flat white for the glow map and the texture still showed up. We thought it was bugged faces on the model but even after a little tidying up it made NO difference and the model tests clean and perfect.
  4. OK, this is rather odd and we can't seem to find a way to fix it. We've even adjusted the model and so far can not find a way to get these odd shadows to disappear. I've even tried throwing a shader on it with a no lightmap command, switched to flat white's greys all sorts of colors, we've tried allot, and yet they wont go away. we've also tried different lighting/colors, nothing stops them from showing up. In gtk it of course seems fine.
  5. Well it wasn't that I was worried about the number of sound effects as much as I just don't like clutter in my map files. So you can make a new sound set but some one else's will replace it? that's odd, I mean if my sound set has a specific name and the sounds have there own unique directory, how would some one else s overwrite it?
  6. Ok so here is the dome in place ! Now to move on to the rest of it finally! Having a slight issue wit some odd shadowing on it, I think it's an issue mesh wise because I've even thrown a no light-map line on it and still it's there. Different textures every thing, nothing gets rid of it.
  7. Well ladies and gentlemen I wanted to take a moment to thank two people for there hard work. First and foremost is AshuraDx and secondly LizFizz, together they have brought a very special touch to this project. LizFizz has acquired the postione of texture consultant on this project, and AshuraDx is my overall guidance and modeler. He has worked hard over the weekend between school work and life to put together a very special treat I'd like to share an early WIP shot of. The Titanics opulent first class forward grand staircase dome, he did allot of reserch to model it's shape and size correctly and to build it in such a way it would be easy for us to texture. While I piece together the texture Lizfizz fine tunes it, giving it life rather then flat colors and such. I've spent the last two hours piecing it together and while it's not done, I felt I couldn't wait any long to share there hard work on this project! I give you a early WIP sneak peak our work, Titanic's Dome. Thank you @@Lizfizz @@AshuraDX
  8. No I have it starting at noone and chimes every 30 minutes etc. I'm not sure if you can put together a script that detects the server time.
  9. I can answer this quiet simply. the ship had a 1/4 mile turning radius. that's a 90 degrees in 1/4th of a mile, and could stop in 2/3rds of a mile. This is actually good statistics for a ship of it's size.Even by today's standards. It was nearly 30-40 minutes after the collision before Thomas Andrews one of the men who designed her confirmed she was sinking. By then not only had they initially left the ice berg in the dark, but both the ship and the ice berg had probably been moved by current. It would be like tying to find a needle in a hay stack at that point. Another problem with this is, is tat it's incredibly dangerous to move a wounded and or sinking ship. Moving it forces water in through the openings faster and widens the separations in the damaged plates allowing even more in. It is now confirmed that around 11:50 that night they did try to move again, for what reason is unknown. But in that seven minutes they doubled there intake and when she stopped it only went slowed down by about a 1/3rd. The ship would have had enough time to get the passengers off, had she only not moved. Besides moving a ship with water in it is also a bad idea because it can capsize it, especially by the time Andrews confirmed she was doomed. I hope that answer's your question @Futuza. ~AngelModder™
  10. Well speaking of mapping techniques, I actually managed to add a crap load of work today and yet drop the brush count yet again! I started today at 4237 did a ton and ended with 3700. This includes this the hull , the general layout (made of blocks) of the accessible decks both forward and stern gsc's nearly complete, and the dinning saloon is also about 1/3rd of the way done. My goal is to build this for 10-12.5k brushes. A major tip I could give people would be texture brush condensing. for area's like the floor of the grand stair case rather then cutting the brush up to create the black trim separating the black and white tile's from the plain ones, I just made a big texture for the 92X50 ft area (as the maps split up as such to curve the ship up at the bow and stern) the texture which is a 4096 X 2048 HD texture houses all the details you need for the floor and or ceiling, walls etc that can be 2D. It's very time consuming but the amount of brushes it cut's out would astonish you. I did this today for both of the gsc's steps, rather than the brass trim being a separate brush I just made appropriate textures and cut the brushes for each section of the steps down by 1/3rd this not only speeds up compile time's but drops the tris a lot as well. Just look at your maps and see where you use a lot of brush to create 2D detail and condense it via a texture. Here is an example of this technique below. This would the the A deck grand stair case floor. For those interested I've also included a photo of just ONE section of the ships new hull texture, this has a few more days of work to go, port holes, and all sorts of details. This texture (the full thing) is flipping huge! And a look at the new texture work for the gsc.Believe me I will be showing you guy's more than just the gsc soon enough. Each room and thing take's not only a LOT of work, but a ton of research to insure accuracy. Any ways I'm off to bed for the night. I should have picture's of her exterior my Wednesday! Once this hull texture is complete as well as a few others the process will speed up. Just these are the steps where one wrong move could ruin not only the accuracy but the maps game play. So far I am managing still perfect FPS all the way through. That may change though depending on the path I take with the environment (the water and such). to pull off a ocean is not exactly easy and in the beta I accidentally released it wit the wrong water/shaders and I nearly threw up when I realized you guys had the ugly one. Szico's water blending I'll say it now before any one throws this out, will not work. that water is clear/too clear for this to work and look realistic, plus it depends on glow to blend with the horizon. not only that, his water to horizon blend only works if you're down low. the boat deck is 60 feet above the water, and that's not even as tall as a player can find there way up to. So it sadly fails there. P.S. Not dogging Szico's method, just it doesn't work fittingly for this application. ~AngelModder™
  11. This will probably be answered rather quickly with a no, but is it possible to create a new sound set? I'd like to create one for the ships engines and other ambient sounds you'll hear without filling the map with entities.
  12. Well thanks to you guys it's working finally! Was fun to actually check it to make sure it's correct. It was spot on the right time every time. HAHA Thanks @@mrwonko @@redsaurus !
  13. HAHA well you can if you want, I would, it's your best bet.
  14. Well ladies and gents it's been a while since I posted up a picture so here ya go, there wip grand stair case as she sits at this moment. Allot has been going on this week, it's none stop research for this project, and constant updating textures, brush work, methods, allot of things really. I am constantly fine tuning every thing. Some of you may have seen my requests in the forums for thing's like the specular and the clock (the clock still isn't working right). So you can imagine how much effort is being put into this. I've been lucky here in the last few days to receive the aid of AshuraDx who has been kind enough to model me a proper dome and cherub to replace the JKA brush built restrictive one's as well he's been gracious enough to lower the poly count of some of the finer details like the pineapple fixtures adorning the posts of the gsc. Believe me not all the time this week has been just the interior, the exterior is going better then planned. Today I started on her new funnels and as soon as I have the hull texture like I want it I will be doing a massive reveal, hopefully about that time the dome and cherub will be complete. I have been going over the brush count, vis, and the full plan for the exterior interior and I think many of you will be pleased with the choices of area's I'll be including in this map. While a few room's are simple for the aesthetic lure of it many of the area's I chose to build are in the mind's of a capture the flag feel. The plan is rather simple in truth Starting at the bow team A can enter the interior or go over the boat deck via stairs or even the first class promenade on A deck. To get to the interior there will be 8 entrance points at the bow, two at forward end of the superstructure on B deck (the white part of the ships body or the upper most decks), as well as the A and Boat Deck entrance's to the grand staircase area, from the GSC or the forward B deck bedroom quarters you can make your way through Titanics long hallways on B and C Deck and access the Aft end via C deck as well.Although the enemy will be coming through there and the A deck level of the stern GSC, so watch out . If you feel like taking in the ships opulence or just getting a bite to eat or a stiff drink you can head on down to D Deck to the luxurious first class dining saloon, capable of seating 550 people at a time I'm sure you'll be able to find and empty seat! OR, if your tired and wanna relax you can head on down to F Deck via the via the beautiful GSc or elevators and go for a steam bath in the Turkish baths. After getting all steamed up you can head right over to the swimming pool and go for a dip. It's heated so it wont be too much of a shock jumping in. Or perhaps out of all this you're the scholarly sort? Well you can head on up to A deck and relax in the first class lounge and library and take in the beautiful sites of the ocean as the massive ship cruises through the waves! Either way I am sure there will be some thing of interest for every passenger boarding Titanic...
  15. I will see it.. ! As will other Titanic enthusiasts. It's one of those touches like accurate texture's or the proper ambient sounds in an area that helps sell the atmosphere. Besides using a Func_Rotating would be taking the easy way out. Nothing ever worth while is achieved easily. Any ways I've taken all the suggestions thus far and this is what I get. in game I just keep getting spammed with can't find task group 1, which I am guessing is referring to the clock hands. I've double checked and the script_targetnames are correct. Not sure wth is going on... I can sink a ship, but can't seem to make a clock work right :./! /Generated by BehavEd rem ( "comment" ); affect ( "hourhand", /*@AFFECT_TYPE*/ FLUSH ) { loop ( -1 ) { task ( "HourTime" ) { rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); wait ( 1440000.000 ); rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); wait ( 1440000.000 ); } do ( "HourTime" ); } } affect ( "minutehand", /*@AFFECT_TYPE*/ FLUSH ) { loop ( -1 ) { task ( "MinuteTime" ) { rotate ( < 360.000 0.000 0.000 >, 60000.000 ); wait ( 60000.000 ); rotate ( < 360.000 0.000 0.000 >, 60000.000 ); } do ( "MinuteTime" ); wait ( "1" ); } }
  16. Well an infinite loop is what I'm going for, I want it to continue none stop. So the hour hand is set to rotate "360 o" in the amount of time (in milliseconds) of 24 hours (this way it move's at the correct speed.) The minute hand is set to rotate "360 o" in 60000 milliseconds (60 minutes). both need to be continuous (never stopping). Now practicallity would say to use a "Func_Rotating", however just like the shader idea, that's damn near impossible to gauge the speed vs time. I know this all sounds like I am being OCD, but that's exactly it, I'm a bit OCD and this needs to work like it should. XD! I see what you mean by the 'Do" I'll move it and see if that works. Not sure how that even got in there... Why would you suggest a do wait?
  17. It would be possible however gauging speed with shades can can be a real pain. More of a luck thing really. Besides nothing beats good old fashioned scripting.
  18. OK, question two for the day. I usually consider myself alright at scripting but found myself a bit stumped by this one. I have made a clock in my Titanic map and need to make it keep time at the correct pace, both minute hand and hour hand. Now I thought this would be simple enough however when i tried it, it just crashes the game during load. I set this up via a trigger always tied to the script runner which has always run fine for me. Any ways removing the script allowed me to load normally. //Generated by BehavEd rem ( "comment" ); affect ( "HourHand", /*@AFFECT_TYPE*/ FLUSH ) { loop ( -1 ) { task ( "HourTime" ) { rotate ( < 360.000 0.000 0.000 >, 1440000.000 ); do ( "HourHand" ); } } } affect ( "MinuteHand", /*@AFFECT_TYPE*/ FLUSH ) { loop ( -1 ) { task ( "MinuteTime" ) { rotate ( < 360.000 0.000 0.000 >, 60000.000 ); do ( "MinuteTime" ); } } } }
  19. Got it working thanks to your imperial shader. That was exactly what I was looking for a more static env rather than the overall moving glossy env.! Thanks Lazarus!
  20. HA was that the trick to it? Hmmm I'll have to look into it, do you think it's what I am trying to go for? I know spec mapping is possible.
  21. Yea for FPS reasons I am not going for a full mirror effect plus that wont apply to vertical walls and can only be used really in one spot or level plane. The idea is that there'll be the env shine overall, then a secondary reflection of sort, that is more static only changes angle slightly depending on where you're standing. I do remember G showing me how to do this, as I mentioned I use to have the shader but I no longer have it. The Vjun mask shader I refer to is this on... Careful it can break your game and laggs a map like crazy for some reasons. textures/vjun/vader_floor2 { q3map_material SolidMetal q3map_nolightmap { map textures/vjun/vader_floor2 rgbGen vertex } { map textures/byss/env_large_floor2 blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR rgbGen identity tcGen environment } { map textures/vjun/vader_floor2_mask blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen vertex } { map textures/vjun/vader_floor2_glow blendFunc GL_ONE GL_ONE glow rgbGen identity } } Tis didn't work like I had hoped it would either, it just placed the mask layer over everything at full opacity and caused a crazy amount of lag. Also I've strolled through the tutorial section here and through my own data base, this is one I can't find being covered. A failure on my part to not have covered this when I had a working shader for it.
  22. here is an example of what the problem / attempt is. as you can see I am trying to go for fake reflections of the area. Now these will be changed for different parts of the room to reflect the appropriate things later on, at this time I am just trying to get it to work the way I need it to. Please note that any thing you see in these photos is a work in progress still, the last couple of days have been spent creating new textures and shaders. Bloom effect etc. The shader I am currently using textures/Titanic/oak { q3map_material wood { map $lightmap } { map textures/Titanic/oak blendFunc GL_DST_COLOR GL_ZERO } { map textures/titanic/cubemapgsc blendFunc GL_SRC_ALPHA GL_ONE alphaGen const 0.12 tcGen environment } { map textures/titanic/cubemapgsc tcGen environment rgbGen const ( 0.5 0.4 0.4 ) blendFunc GL_ONE GL_ONE } } LOL sorry Lk I posted at the same time you did.
  23. OK, this may sound like a dumb question and honestly I am sure it's an over sight or any over thought process on my end. As I was working on Titanic's grand staircase I started fooling around with the idea of a specular map (not an env) for the brush work. I knew we are capable of having it on players so my original shader was a break down of the one we use for our toons, it worked to the point the game accepted it and it didn't break the game. However it came out over masking everything with the specular map I had created rather then applying it as some sort of blend. Phase to I attempted using a cube map (similiar to what we use on realistic water) I normally use this method for window reflections etc which for that it usually works great. However theirs no real way to control the opacity yet again, the rgbGen const line only controls the color of which the layer blends at, so everything just looked like one giant mirror. What I am going for is a player relitive reflection of the surrounding area. And enviromental map stretches across the entire surface and is more of a overall shine rather then a type of reflection or lighting glare. So while an Env map is good to use WITH what I am looking for, it's not the shader I need. Just being clear on that. I know this is possible however I just can't remember how we use to do it. Darth G showed me at one point, the major difference is that the reflection stays generally in one spot and only alters slightly based on player perspective. I used it on my very early attempts of Titanic and sadly lost it (along with the old old map) on a crashed computer. I've also tried the masking shader you see in vjun, perhaps I am not understanding how to control it's opacity (if you can), but it also was a fail. I know I'm stepping around the solution and I just can't put my finger on it. Any help would be most appreciated! ~AngelModder
  24. Got a lot done yesterday, most of it was spent creating HD textures for Titanic. A good note is that with a bit of texture combining I was able to drop the brush count from 4618 to 4200. Still can't rememeber how to do true specular shaders however. Came close but couldn't control it's opacity.

  25. I shall amend the before statement with, pictures are coming soon. I'm working hard to give this thing a amazing overhaul. surprisingly I've added more detail yet lost brushes in the count. That's always good right ? Any ways right now I am battling to add specular mapping to what you see, environmental shine just fails, I mean it's good to have it accompanying a specular and for a overall shine, but it's not what I'm looking for. I know we can add it to our player models, so atm, I'm trying to figure out how to apply it to our maps correctly. OK, to amen this even further, following a shader I got off sjc's coruscant for a specular shader was BAD.... He used the same one as from the base Vjun for the mask layer. Gah I know Darth G showed me / gave me a shader years and year's ago that was actual specular mapping for your maps. If only I could remember how it went. I still have the bloom lighting one but only by luck.
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