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AngelModder

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Everything posted by AngelModder

  1. 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.
  2. 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..
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. Holy crap bud how you been, I'll be posting a video here probably tomorrow when I get up and record it. A quick little walk through for all you folks!
  11. A quick video of about a weeks worth of work on FFA 3 reimagined.
  12. The beggining of new walkways down the shaft. yes you can go to the bottom now...
  13. 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?
  14. 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.
  15. 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:
  16. Retired, move along... 

    1. Cor

      Cor

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  17. Some VA samples I am working on developing filters and my range for. 

     

  18. I really need some damn green. O_O ANXIETY

     

  19. Jedi's Home 3 - Remastered is officially back to being worked on. Hands are sort of okish enough to at least finish it!

  20. A.M.#8198 Feel free to add me on Discord.

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