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AngelModder

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Everything posted by AngelModder

  1. In 6 days, you will be receiving the biggest update this project has yet to see... AngelModder
  2. Ok I appolgize for coming at you like a prick last year, I was having a rough time of it. Any ways, let me explain some thing's. theirs 2 versions so far I'm working on. allow me to break it down. A: is exterior only (this will be a FFA/CTF map the flags being at either end of the ship tons of guns inbetween, mostly to make it useful) the water would be set to kill as its running a shader to make it appear the ship is moving this is combined witha bow splash effect and shader wakes etc. First thing I had to do with this was to make the water a solid surface (players going beneath the water showed a problem where the blue effect of the water didnt seem to work and a fog looked horrible against the skybox I tried a dozen or so different ideas). Finally I resolved to just make the surface solid and place a trigger kill, this was effective as you would've been left by the ship in real life and died, etc etc, the RP of it. So the world AROUND the ship (with shaders etc) is what gives her the image of moving. I did this same trick with the night time version/sinking. The problem I am incountering with (A) is this, the ship angles up towards the bow, and toward the stern, the only level place in the hull was acctually the 75 feet where the main engines sat I wanted to add this bit of realism as without it it just kills the look of the ship. It especially messes with the timing and effect of her sinking. As parts are going under before they should vs the ships angle etc. the trouble comes in at HOW it had to be designed, the floors/cielings of A deck (the main deck were people will be running around is this and the boat deck) is sat as 1 (4unit) thick piece the top textured to be the boat decks decking, and the underside of it the cieling of the A deck promenade. in hind sight this was a mistake for many reasons. I can amend it to a point by making it two separate pieces each 2 units thick. (I could possibly adjust it, but that puts it at 2 X 8 = 16 units and that's WAY to thick realistically that's over a foot thick, the real one was 3 inches at most for that floor/ceiling. A deck is not so much the problem fps wise as is the boat deck etc, theirs lots of vents and other structures and details on this level of the ship. So all in all the hint portal method (due to the thickness of the walls etc not being enough for realism) fails here... It wont even work. Hinting MAY, but I am unsure as to how to apply this. I've went through and set any thing thats not the floors, wall,s or ceilings to detail, if some guidance could be given as to what to do next, it'd be appreciated, hell I'll even hand it over and let you show me what needs to be done, fuck at this point I'll admit and ask for help. The last and final issue (and this may be soon resolved by me going through the exterior lately and getting rid of about 2000 brushes) is that when ever i ATTEMPT a vis compile I get the "Max_Map_Visibility_Acceded" error I've tried tinkering with many of the world spawn setting's but to no effect, at this point it's even in a VERY small sky box area and it still makes no difference. B - once im done cleaning up version A will be given it's interior, now by area portal this vis wise wont be a problem, but if I can't eliminate the "Max_Map_Visibility_Acceded" error I feel it will always feel some drag. C and D would be the same idea's as above but sinking, again as you mentioned I want to keep this seamless as possible. As I've reduced the idea for how MUCH interior will be included down to just the Aft and forward Grand staircase the B and C Deck hallways and the Dinning saloon, it wouldn't be that bad. The final version will be just for duelers, it's the starn sitting at 23-24 degrees listing to port 12 degrees just before she split, her lights flicking, noises all over the place etc. so you get to duel on her in her final moments, and of course the water would be deadly. but it creates an interesting platform jump duel map. I hope this has explained the difficult situation I am in... @@eezstreet
  3. Brush count started today at 10,128 as of this moment it is currently sitting at 9,652 Brushes Adjusted all web framing to be more accurate from 48 inches down to the proper 36 inches. (this added about a dozen brushes over the original layout, but was necessary for the detail to be true. Vs the loss of brushes today I'm still way ahead.) Adjusted all outboard frames from 36 inches to the proper 72 inches for the enclosed promenade Adjust all aft outboard frames from 72 inches to 108 inches (this has caused a line up issue that I'll have to work on resolving). combined all A deck floor brushes into 50 X 93 Ft (different for some spots) sections (rather then chopped up to form around each housing gutters etc) this eliminated 226 brushes down to 22 brushes (texture's for this are still being designed). The idea is simple let the texture do all the detail of the teak boards gutters and flooring as ONE larger HD texture for each 50 X 93 foot section. This reduces FPS draw as well as brings in new detail. Combined the forward enclosed promenade brushes back to there original 50 (some odd) foot sections reducing the brush count by another 500 (some odd) brushes down to 10 (5 on each side). This will probably drop down to 3-4 on each side once the new promenade texture's are complete as I'll be doing the expansion joints on the textures. Adjusted all B deck deck frames to the proper 36 Inches (this added about a dozen brushes over the original layout, but was necessary for the detail to be true. Vs the loss of brushes today I'm still way ahead.) Built new accurate gear box under the bridge on the roof of A deck and corrected the forward framing it attaches to, this was in total an addition of 16 brushes and 8 patches. ----------------------------------------------------------------------------------- NOTES BY ANGELMODDER ----------------------------------------------------------------------------------- The brush count in many other area's will be reduced even further for the exterior, my goal is to drop it down to about 8,500 - no more than 9,000. Another idea came to me today that may be able to reduce this even further possibly as low as 7,500 -8,000. By eliminating the original procedure for the windows on Boat, A, And B decks and swapping it with the new one I've been using for the Promenade enclosure the brush count and fps could be significantly improved (possibly). The originals call for the walls to be cut, a window texture then fit in at grid 2, and behind it with a grid one spacing sits a grid one nodraw piece with the said windows glow (and most importantly area of view reflection specular). The new process would eliminate the 6 brushes in total process for just one window down to JUST one brush, however, while the windows glow (for night versions) would remain, all versions would suffer the loss of the reflection env (taking away from the realism intended) and it's ability to cast light from the actual window its self. As well any env I apply to the actual metal's surface would apply to the entire thing (the windows wooden frame glass etc) and would break the realism of doing them as separate bits. The "BETA" version you have all seen never used the shaders I had designed that will not only add a proper metallic env to thing's but also add bloom effect to the surfaces and lighting hits. To surmise I am torn between aesthetic true detail and functionality. If during the next week or so I manage to find some one willing to help with the vis of this map, I will continue on as originally intended with not only the original realistic window design but other details I had planned (interior etc). It all comes down and hinges on one thing. I NEED HELP... The vis work needed for a map of this type is beyond simple hallway and area-portal etc vis I am use to. The map compiles lighting and meta of-course, but at this point Vis compile says screw you to me. I need an expert... More details will come over the next weeks. Hopefully some one who knows what to do will read this and understand, I've been working on this idea since 2005, it all come's down to this next two months... Will it be the map it should be, or fail like the Beta did in my eyes.
  4. Oy I really need to find some one who can help vis the Titanic, this is beyond my skill... HELP XD!

    1. Show previous comments  2 more
    2. DT.

      DT.

      If you're using an misc_model_statics, make sure they have LODs.

    3. AngelModder

      AngelModder

      Area portaling the hallways and the inside and outside is easy. I'll have to do some new research into hint portals etc. It needs actual vis work for the exterior as you're walking around on deck etc.

    4. AngelModder

      AngelModder

      The problem with hint portals I can see already, 2 things to be properly shaped, the floors in many area's are NOT level, and are NOT 8 units thick, they are 2, as the original titanic had at most 6 inches between the floors for wiring pluming etc. I'll link an example photo in a moment to explain this problem. there ARE however nice long hallways along the outsides promenade deck so IF the floors were level and were 8 units thick, then ok, but to do so KILL'S the look of the ship...

  5. These are not the droids you're looking for Circa >.>
  6. Well it's acctually going quiet well atm, the hull is not the issue as is the time consuming effort being put into the textures. the map sits (exterior only) at around 9980 brushes atm, which is better then when I began cleaning up yesterday as it was around 10230 I believe?! I've managed to work in a LOT of new accuracies. Here's an example of the new promenade deck texture, doing it this way allowed me to make it one brush vs seven, even in area's where stairwells need cut out it still saves me a ton of brush work ergo FPS. I've already seen an increase by 5 points off just cleaning up the first 90 feet of A deck's superstructure. Their's still MANY areas to be cleaned/brush reduced, here is two examples however. This is definitely NOT a new method just a more involved one and new for this project... Btw if any one has a more effective way of doing this please speak up, so far it's a in and out method that takes about 5 minutes a window, I have the horizontal spacing down however as you can see in the grid etc, the ship is not straight (so the windows are not as well). A simple fix would be to make that piece out of a patch, but I try to avoid over excessive use of patches personally. So the vertical spacing is what take's time to adjust with each window doing it with a brush. For the floors (laughs manically) its a pain ! the example one here was fairly simple, but when the teak boards curve around the deck housing etc it can become very annoying and take a while.
  7. HAHA Yea its in what i call dry dock form atm (nvm the temp water brush). I often move it into this for a quicker compile etc. And atm she is undergoing a major refit LOL!
  8. I love when folks try to bring you down, it just proves there nothing but a clown!

  9. OK so to clarify yea I exaggerated but mate this was NOT the place to post this if you had an issue. Next time speak to me in person to understand the context of how I meant it. And to be fair I consider having found better ways to do the shit on map-craft and having rewritten more then half of them for my own site makes it a true statement in many ways. In fact theirs very few of us with a collective knowledge these days so try to remember that before you go attempting to damage one of us in such a way. @@Lazarus Any ways. Moving on! AngelModder
  10. Update for the night before I sleep, untop of over 200 or more brushes being fixed etc I've began replacing the old Hull texture with my own work. I've also started on the new decking method and manage to create the proper texture for the privacy screens on A deck. Still a LONG way to go till April, but it's already coming along nicely, a LOT of Photoshop work.
  11. 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.
  12. 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!
  13. I comepletely agree, I swear if I see one logo or any thing disney before those scrolling STAR WARS words, Ill walk out and renounce the Force. These skins though !!!! LOVE THEM!
  14. AngelModder

    Sora Bulq

    Great work, I acctually wanted this for so long after episode 2, but with so few sources at the time, it never got made!
  15. AngelModder

    Sarran Kyzak

    LOVE IT! Amazing detail!
  16. 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
  17. Thank you, I hope he loves the interior and sinking when I release them, allot of time and effort is being put into the break up and many other details for that event.
  18. 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.
  19. Thank you VERY much Barricade24. Yes please do send the picture.
  20. Version 1

    731 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~
  21. LOL I didnt even know how to do Bot support at that time, I may go back and clean this map up after V2's official release at Christmas @Angel Soul
  22. Version V2.9

    1,128 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
  23. Ah ok so it was _remap0# thanks dude!
  24. 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?
  25. You know what I checked this map out, dude, ok you nailed this one for sure XD. I even referenced to the movoies and tv show TRYING to find some thing... NOPE XD. 10/10 mate!
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