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AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
It's based on several books released over the years showing inner diagrams, imagination or book descripts when there is no source. An interesting point is the movie has this hall completely wrong and installed in a way that could not work in real life. Somehow surrounded by windows even from above, so instead of trying to nonsense the build, I use false windows my backlit stained glass, or will use I should say, this room has quite a ways to go yet. The camera bit is more than likely the skyportal entity needs moved up a unit. However I am not so concerned with that at the moment as everything in the skyportal is a quick built concept of what's to come. Not a cull issue but good guess, similar effect. at the moment with all the floors planned out she sits just over 14k. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Since release of the Anniversary Edition Change log Great hall (area just inside the temple) fully extended this means it more than doubled in size, arches touched up, texture swapped on arches as well - medium tan marble with wood trim (more to be done on the wood bits), arches top crowns had a detail added a small ball like structure and the faces brought more together these will slide down a bit further as I make room for the trim boards. Somaz got the cube maps to me for the jt so finally got to see some of the blue clear up. XD Yea THIS is what you're all missing by NOT using rend2... And pretty much the same shot but in Vanilla... -
Version 0.25
273 downloads
Map - The Jedi Temple On Coruscant Anniversary/Knightfall Edition Early ALPHA VERSION 0.25 Designed by - AngelModder/NicholasDD Commissioned by - N/A (personal choice) Details - An early alpha of a 1:1 scale recreation of the Jedi Temple on Coruscant. It should be noted this is only about 3 weeks of work and I will from here on be posting monthly updates of the map as time goes by. The map at the moment includes the exterior (rooftop unfinished) and the (unfinished) great hall. MUCH MORE to come! I plan to represent every area of the jedi temple we've seen in either the movies or clone wars series. There will be several variations, Dusk or Knightfall is this one, Dawn will be a hazy morning heavy fog with light rain, and a dramatic evening of course. Please note all textures/models are early stage place holders. This map is being designed for vanilla users and Rend2 users. Bug's - None that I'm aware of. Permissions. None currently, lemme finish before you start using stuff from it or doing things with it. XD Credits - Somaz, I borrow some of your bespin reborn assets and tweaked them to play around with and learn the process and showcase what it can do even under different light levels and map size with no cost and great effect! -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
I will be releasing a early sneak peak of the map today, what's built of it currently any way.. I figure every month as I progress release a updated version till completion get feedback etc from a much earlier a point and avoid the pile of small bugs found later at once. As well today's version will be quiet special and will always remain a public release, other version will be removed from jkhub as I go along. Todays version will include a early version of the great hall as well, the first interior area! -
Amazing mods all of you! Really dug the female rodian, I use it myself. I don't know why just was different. However as far as overall aesthetic and technical skills go I gotto hand it to somaz, mapping is a pain and going to the lengths he did to show us what the next gen tech can do for JKA was insane! Amazing work!
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AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Well I'm off to bed but here's tonight's final update. The entrance way came out beautiful, still has some work to be done on the back wall where the doorways are of course. The first image is without rend2 the second one is however the effect layers have not been created yet for the L/D grey and Red stone material. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Started on the entryway. Should have this and the Great Hall mapped out over the next 24 hours. Then to spend about 12 to finish the roof enough for Saturdays Anniversary event. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
HUGE Update in more ways than I can even type out. A complete lighting rebalance, and all of the main exterior details finally dropped in, about 90% complete, next I'll move to the roof top before continuing on with the interiors. Fps dipped in the last photo due to spamming snapshots XD. FPS locked to 60 FPS to match my monitor running 1920 X 1080p on a GTX 1050 TI. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Something special is happening at the Jedi Temple! -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Alrighty, finally got the clouds to cooperate and did a lot of photoshop work for the skyblend but I finally captured that vibe I wanted, just before dawn standing there with a hot coffee watching the Coruscant traffic just before dawn breaks.. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Oh yea all statues atm are temp place get them made or eventually I'll break down and learn it myself. Started working a bit more on the sky, the far off skyscrapers haven't been added yet, but I've been working on the clouds/horizon. Got that nice infinite city with a nice subtle spherical feel a bit of that light polution on the horizon and bouncing off the clouds FPS dipped a touch when I screenshotted but I do have a ton of things open too. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Daily update. Got the upper windows in on the sides, the textures swapped all around, a lot of other small adjustments, there is about to be an addition to the front. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
So here is a small video from earlier today and a couple of pics from tonight. The video was done before I had created the carving texture for the 4 massive stones in front of the temple. -
Ok so I would do this myself but for some reason I'm having problems with blender, no matter what version of it I grab and no matter which version of JA plugin I grab for it (yes I made sure to grab the correct ones and got screen share help) for some reason it just says NOPE. Any ways all I need is the Jedi temple guard player model (link below) in 2 positions at most as static models for the Jedi Temple map I'm currently working on link to topic also below. The two positions would be fairly simple, left and right standing at attention pikes in their respect left or right hand (this way it looks balanced when they flank doors.) Possibly a 3rd if someone could pull of an arms crossed pose. Format required MD3. Proper credits will be given in the readme for any work done! Also looking for someone to do similar work to make statues for the map if any one is intrigued. As always thank you for your time reading this; may the Force be with you.
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AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Update, did some to the exteriors lighting, added the brush celtic work above the main door, need final texture for center tile. Began work on the great hall, doors about to be cut and opened. Set the windows for the center strip. A lot of little detail work. -
AngelModders Jedi Temple on Coruscant - Knightfall
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
Update - Early concept of the skybox for the knight fall variant.. You almost don't even notice there is railing around each landing platform due to the scale of things. They come up to your hips btw, I'm picky about my railing height. Soon I'll drop in benches, other railing, small sets of steps, some consoles and hoses for the platforms (fueling) a few vehicles sitting on the platforms. Lots of little details. A lot of work to do here in the coming days. The interior is plotted but now it's time to open her up and start decorating. These statues are temp, as are ALL textures you're currently seeing. One issue I have with the temple is even in the movies there is not a lot lighting MOST of the structure up... A sneak peak of what it'll look like from the council chamber height. God I can't wait to start making this prettier... XD Build first, fine tune later. -
About 3 days in so far, should have the exterior mostly done by friday and starting on interiors by monday. I'll be starting on the skybox/portal and the rest of the exterior tomorrow-sunday. The Jedi Temple will feature as many known locations inside the Jedi Temple as well as boasting the full exterior block she will also contain a fuggin mountain, and WAIT THERES MORE! SITH RUINS deep inside of said FUGGIN mountain inside of the Jedi Temple On top of her accurately built city block in evening, raining day and night variations!
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A quick video of about a weeks worth of work on FFA 3 reimagined.
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So as I strolled through the latest version of the map I'd worked with I begin taking note of how far the map had come since the release you all currently play with. I found myself in the main spawning courtyard of the map looking around at the White Rhino now sitting majestically on the main platform the small crates here and there, consoles casting there blue lighting drawing the players eyes over to the sign directing the player through the map section by section. I realized I could do better... I want the hallways behind the glass to be real, not textures, I want real lighting coming from those sections, hell I want each of those corners to be accessible from the main platform outering. I want piping running down the massive shaft, I want the fumes in the shaft to feel more alive, I want another secret entrance down there... I realize that by cutting out a lot of the fat over the last couple of years I really did have the brush count to play with when just to push my limits I duplicated the map in gtk and it still compiled fine, so this set the new limit... the 24.5 MB .map file would when I was done be a 40.**MB. Now, I want your idea's your little flush outs you as fellow modders would do as I slowly upload pictures/video's of the map in the coming months. Not all idea's will get used, or used exactly as you thought HOWEVER I will listen!!! Together let's build Jedi's Home 4 - 20th Anniversary Edition!!! I will release more details, pics, & ofcourse video soon but I wanted your initial thoughts with years now having passed and before I begin flooding you with pics etc what would you adjust?
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I know you're putting a lot of work into nailing these mechanics! keep it up! I've been at this for ever and I have to agree there has always been a lack on some of the more basic but vital information.
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Most have noticed that during the "Passage Portal Flow" phase of the BSP VIS compile it can take longer and longer the more complex your map's layout is. You'll start seeing numbers in access of 100 MB for the "required passage memory". You've probably wondered how can I fix this and speed this up? You probably just adjusted your chop size in the end and watched your fps never be the same. We were literally told the answer from the get go. Structural brushes as you know split the VIS and create a new portal node that then etc etc. What most don't realize is it's not really the size of the usable footage in their map's that is the issue, it's all the space in between your rooms, hallways, bathrooms etc that you have in your map. What we need to do is bring order to the chaos that creates between those sections and the wasted portals it creates in the void. Take note of of the area your map uses in X/Y/Z, imagine that as the outer most points of your VIS BSP grid that the compiler will generate. It is based on this size/area your map covers in GTK Radiant. All the empty area's in the X/Y/Z imaginary box allows useless portals to be generated and they add up quickly to work against you. What you need to do is eliminate these voids, fill them. In ever nook and cranny, around every hallway/lift shaft, all of it with system/caulk; until there are no more holes or any where for extra portals to be generated. Yes it completely sucks and next time you build a map you'll probably rethink your layouts and how your build. Now compile - Go back into GTK and load the PRT files. Said portals are gone and your the VIS stage of your compile went I guarantee 50% at least if not much more. This picture really explains it best. for the moment. I will continue to edit this over the next few days while I have time during compiles and I discover more about this. TIP - To simplify application of this method, create your own "caulk". Be sure to use an easily distinguishable color for the texture choice. Additional info from SephFF:
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Some VA samples I am working on developing filters and my range for.
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