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Everything posted by AngelModder
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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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Not one of my maps, a topic for another day but I figure I'll use this to keep you guys up to date once in a while. FOR THIS issue(s) I felt it related! #LucasGames
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Ill be doing more of these in the coming weeks all building up to one main video
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I wanted to do some thing different the most developers and start a series showing you what I'm working on during the long months of silence of the lambs. Video 1 - Titanic V2 Held back wip teaser!
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- 5 comments
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Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
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Show off your sabers and cos! I bought mine here - https://www.etsy.com/listing/925396187/outcast-all-metal-lightsaber-premium?ref=shop_home_active_1&pro=1&frs=1
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Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
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Nah I doubt you'll see a map pack. Not really any stand out locations to be honest yet in Mando. Nothing we haven't seen the type of already. Grogu will probably never come if he doesn't come now or around this time. Most wont bother with a model that we wont see scaled properly most of the time.
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Like lets be real here a decent baby yoda would win...
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Top Jedi Academy Authors of All Time!
AngelModder replied to Merek's topic in Jedi Knight General Discussions
Holy fuck I made the list back in 2013.... Wow thank you! -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
HAHA yes the pk3 will include the cut down version, in day and night. speaking of I need to get to work on the new skyboxes! -
Jedi Home III - Temple Edition
AngelModder replied to AngelModder's topic in WIPs, Teasers & Releases
When I drop the 3.5 update in December (the final cut) I will be releasing it's source files minus a few minor details for protection. Such as oh you'll get the .map but secret triggers and such will go bye bye to avoid spoilers. Oh btw... Just so you know why there has been a delay in the 3.1 ~ Enjoy https://ibb.co/kqdfyYr https://ibb.co/9YGCdY2 https://ibb.co/HC1Szz2 -
contest winner Din Djarin from The Mandalorian
AngelModder reviewed Doughnuts's file in Player Models
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contest winner Din Djarin from The Mandalorian
AngelModder commented on Doughnuts's file in Player Models
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We'll be doing a casting for voice actresses for Jedi's Home 3.5. Please leave PM if interested with a sample of what you can do. Looking specifically for female English/imperial sound as well as non dom-English accent (not British, but not hello there partner American). We'll be doing a lot of the clean up our selves, so as like as your mic is complete **** we can work with it. All voices will be filtered. You will of course receive full credit for your work as well as others rewards. No money sadly... I don't get paid either.. It's ok we'll cry together... Shhh Shhh its ok... Just try out for the part and who know where it could lead to! AngelModder
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So after some more digging and referring more to quake3 rather Jedi Academy specifically. I found this "Lightgrid is used when you want to restrict the size of the lightgrid to certain boundaries for performance optimization. Take a space map for example, you may not need lightgrid calculations done in the void where you have no light sources anyway so you would circle a single lightgrid brush around the region that you do want lightgrid to be calculated. - Obsidian on quake3world.com" Seems like an anti-Lightgrid would be more useful. I'd prefer to mark areas I "dont" want lightmap calculations. *Shrugs* So wow this little bugger. I need to write up a tut on this, I'm really suprised we don't have one. THIS is amazing. I need to test it's doo's and don'ts just yet. But using this I was able to engulf my main jh3 area in system/lightgrid. Then made another box the exact size of the map limits X/Y/Z as my map moved it up textured it as my sky, leaving it without the lightgrid. therefore telling the engine in this area don't waste bsp space/time on doing light work skip this. - To my suprise it worked, the lightmap compile was in no way effected by the introduction of a huge flight area. The biggest death of 90% of space mods was the vis/light compile. Vis I've got handled - as long as you know what you're doing it can be achieved, but the lightmap compile would always break out backs/pc limits. Problem solved.
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Yea that's what I can't seem to really find any explanation of, the application/cautions etc of using system/lightgrid. From best I can tell in this sample map he used it say around the main platform you duel, but then the other 90% that's just visual background candy is left uncovered. However said eye candy area's are still physically reachable by the player. I am considering that perhaps it is a way to distinguish to the engine that "here are important areas" focus on these first and upmost. Sort of like a top priority listing for the lightmapping. Where is Darth G when I need him XD