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AngelModder

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Everything posted by AngelModder

  1. 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.
  2. 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
  3. 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. Example Image TIP - To simplify application of this method, create your own "caulk". Be sure to use an easily distinguishable color for the texture choice.
  4. Ok, well this is one of those moments where I completely admit I don't know some thing and ask. I really think this is one of those things that is assumed most know or not I am unsure but there is like jack **** about it really. However in some sample maps (the good ones) they often use "System/lightgrid" around their main play areas. What is it? What do you do with it?
  5. Oh yea totally gotto get these both! Although I do think it's a bit hilarious they're milking an old game that's still doing better then some of there new shiny ones.
  6. WILL BE RELEASING A FIX FOR THIS SERVER CRASHING ISSUE SOON. I FORGOT TO ADD DELAYS TO THOSE FORE MENTIONED TRIGGERS - SPAMMING THE SERVERS AND CRASHING THEM. AGAIN I AM VERY SORRY FOR THIS!!! PATCH IS NOT CANCELED, MERELY POSTPONED FOR A MOMENT. Trust me (grins with excitement) it's going to be worth your wait!
  7. WILL BE RELEASING A FIX FOR THIS SERVER CRASHING ISSUE SOON. I FORGOT TO ADD DELAYS TO THOSE FORE MENTIONED TRIGGERS - SPAMMING THE SERVERS AND CRASHING THEM. AGAIN I AM VERY SORRY FOR THIS. - ANGELMODDER

    1. Aldro Koon

      Aldro Koon

      Don't forget that weird func_train thingie under the carpet of main hall :0 ❤️

    WE ARE CURENTLY WORKING ON A BUG LIST FOR THIS MOD - IF YOU KNOW OF ANY PLEASE PM ME HERE ON JKHUB. PICTURES HELP! WE KNOW ABOUT 2 MISSING TEXTURES A FEW MINOR ITCHES AND THAT THE HOLOCRON SECRET LIKES TO POKE UP THROUGH THE FLOOR OF THE MAIN LOBBY FOR SOME REASON. AGAIN, ANY OTHERS PLEASE PM ME!!! I WILL RELEASE A 3.1 PATCH ASAP. I APOLIGIZE, JUST THIS MAP IS HUGE AND THAT MEANS PROBLEMS TO WORK OUT TO REFINE IT! THATS WHERE ALL OF YOU COME IN! Yes this was in caps to get attention to the subject.
  8. Ok so we've found some bugs and in about a week I'll drop a 3.1. The plan is this, over the year I will be gathering info, bugs etc and adjusting the map for what would be it's full out release final cut 3.5 next December. Any notes please PM me!
  9. 2,061 downloads

    Jedi's Home III (3) is a continuation of a community favorite map series "Jedi's Home 1 & 2". In my earliest JKA days I remember these maps as many of us do. A lot of mixed memories but most of all I remember the many communities that used those maps, the hours they spent hunting the secrets! I wanted to bring that back, to capture it in all of its glory and then maximize it with what JKA can handle. To bring all of that back and then expand on it just enough to hint at some thing bigger to come; above all I wanted you all to come back together the way we all once were. I hope this map helps you make new memories with your JKA families and friends. Now on a technical side this map is insane! Not to toot my own horn but wow! This was 7 years of work. A lot of it spent hard core dedicated to it, other times personal life came into play. I made sure to include many of the classic Jh1/2 Secrets and to expand even more by adding new one's and "Easter Egg" hunts. This map was a huge group effort in many ways, from bug testing, various models, input and guidance, testing servers, Guinea pigs, and just down right random helpers. From day one it has been a community effort! Known bugs - some times when not using the reflection plug in some spots under certain lighting conditions can look strange here and there. (Just a few spots). This map is huge, as such it can take a bit to load, don't freak out. These and many other issues will be fixed in the Jedi's Home 3.5 update coming next December. A special shout out to the following. AshuraDx - This guy is really awesome, he's really into perspective and illusions - So you can thank him for the creepy Palpatine painting and Ackbar!!! Anoek - What can I say, if there is a heart in this map it was her. I'm sorry about what happened. I left your stuff just as you asked. Thank you for every thing. Helena of Clan Jawa - I swear this woman drove me nuts for so long about the angle of the stairs in the archives it drove me to totally rebuild the stairs all together! In other words thank you for all your support and techy help as well as the inspiration for the furtniture. (Sadly due to texture limitations I wasn't able to use any of your models) I did rebuild a likeness of your chair for this in .map for what I needed.) Any who point is she is the grandma of this map!!! You got a place in the senate hall check it out!!! Robert - I based the main room of the Sith base on a map he built long ago though his heart was in it he never got to release that map. Well I loved it soo much and remembered how hard her worked for the look I decided to rebuild it and put it in this map. She's immortal now Robert. All Wings Report In! If you ever get the itch to dled this and try it. Be sure to take a good look at the table you start at in df2. (Remember the cut scene before it - It deals with fathers.) Shadow Stone - You started the entire series and launched a legend! I hope this brings the community together the way your first 2 did! Ruxith - For all the beautiful chrome statues you see through the building and of course my beloved crowbar! To so many others, thank you. This map has been a community affort! I hope it paves the way to bringing us all back together! To the future! Jkhub - for hosting the file and Mr Wonko who we all know will grab this just like everything for safe keeping. Ty mate we your service! Perso - Cleaned up the beautiful main music! Sounds beautiful! CLANS The entire (JAWA) clan especially Helena! They helped out a lot in the early days, from ideas to hosting it on the server for me to stress test and idea toss. and soo much more! Thank you guys for every thing, memories included. No hard feelings. JAO (Jedi Academy Order) For the support and being my guinea pigs in the later days! Give some love to the RP community visit them @ https://jao.jcink.net/ or join their server /connect 14.1.30.210:19070 Lastly Thank YOU! AngelModder - Peace Love and May the Force guide your heart.
  10. YES!!! I meant to upload it here to but your upload system keeps 5050'ing. If you need any thing from me let me know! Id say use the Demo trailer as the screenies or w/e. Let me know that way I can take it off my cloud!
  11. Before you scroll down and just dled it and play. I just want to take a moment of your time and thank all of you! You support has meant a lot. Lets rebuild JK! I hope this map brings back and helps you enjoy what I love about this community. Family, friends... https://drive.google.com/file/d/1QS44Q2Zl-7yLYJiCNAsSza-ap_agf3p3/view?usp=sharing
  12. 20 minutes till launch!!!

  13. We're on IlluminateRawLightmap 6..._

  14. Map release will be delayed till this evening. REASON - before you cut my head off one of them stopped the vis from compiling - in a map this big vis is important. The issue has been fixed, doing final checks before I start it again. Looks like I wont be doing much on the pc till it's done! LOL Sorry guys working as fast as my busted hands will let me! And this kids is why you always check when you erase some thing that absolutely NOTHING got left behind. >.> Also never set a release date, every thing will and can go wrong!
  15. Modders log - Star Date the day after hell year the first of 2021... Still feeling spry so as long as I'm up I'll keep flushing it out. Running a fast compile atm thats almost finished. Hoping everything looks ok and there are no more bugs to work out. If thats all god it's one more mechanics BSP and then I run the final on the main map. It's almost 4AM now. I think I can make it another 2-3 hours easy. When I wake up 6-10 hours later lol I'll test the bsp, if its green light I'll quickly split the map up into the mentioned duel variations. to include with it and begin compiling those. They wont take long, in the mean time I'll double check the pk3. Then it's dropping the link to u find fella's whilst I hit up the staff here to upload it for the main public that doesn't check the forums! Annnnnd thats it... Ladies and gentleman that's a map! She's on her final compile @4:42AM.
  16. Whew update the todo list, we're getting there slowly the focus is falling to the white rhino. Thats the idea slowly get everything else done and then the last push will be on that before compile time. 5.5 hours to go! O_o
  17. Less then 6 hours before the final compile starts!!! HAPPY NEW YEARS TO ALL!!!! Remember some of us have no life so live it up for us :D:D:D:D:D:D:D!

  18. Doors to hanger need texture on opening edges.(DONE) Rhino hanger needs more boxes and clutter. (DONE) Rhino Cockpit and crew quarters need finishing details. Exterior of Rhino needs piping and details. (DONE) Sith Base hanger needs finishing details and blending work Crates pipping etc same as main hanger may share details (DONE) Remove multiple personel logo's from hanger lobby (DONE) Add or fix tele's out of glass hallway duel area. (DONE) JH3 AREA (DONE) Remove flicker to holo's(DONE) Placed Holocrons at base of sweeping stairs (DONE) Edit new duel room texture with shader for +glow and blaster deflection. (DONE) The green duel room now has this effect Council section (DONE) Remove white room in Admin hallways and just elave this black inside.(DONE) + Added -Light to give full darkness feel. (Jedi Face darkness.) Fixed issue where people could not proprley sit in council chair. (DONE) ADMIN AREA'S (DONE) Place roberts dad message and 2 beer bottles (DONE) Placed DF2 Signs back in. (DONE) Added crates and lighting to back and forth admin portals. (DONE) ALso added admin guide arrows for back and forth travel. (DONE) SENATE AREA (DONE) Deco Chancelor's Office. (DONE) Various Changes to the senate functions Break semetry of top floor (DONE) Banners. Arrows by lifts to break it up + and signal whats up and down. (DONE) Redid flooring(s) of senate ring. (DONE) Redid Senate Ring cieling (DONE) Resize Logo on second floor. Dont forget to adjust GLW for logo. Adjust any lighting issues in senate area due to new cieling. (DONE) PUBLIC SECTOR (DONE) REMOVED SWOOP TRACK TILL UPDATE 3.5 (NEEDS MORE TIME THEN I CAN GIVE ATM TILL MY NEW MOUSE ARRIVES) in basic I have problems with my hand atm, I am waiting on a new ergonmic mouse arriving monday to alleviate the issues. The swoop Track will be place back in in the 3.5 update. Bigger and much better. VARIOUS Adjust personel logo's glowmap to less intensity. -50% (DONE) Write shader for Prof Akrii's room "mainlobby". Put together the darn readme... Oh boy! All of this and more has to be done by morning! And my wrist is killing me XD
  19. 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.
  20. Just 2 more days to jh3!!!! So far I've got about maybe a dozen some odd touchup

    1. Show previous comments  1 more
    2. AngelModder

      AngelModder

      Got it-  Ill take care of that right away. Thank you!!! 😄

    3. Aldro Koon

      Aldro Koon

      There was also a tiny top piece of some rotating holocron that eventually made its way and got stuck in the floor just above the carpet of the main hall somehow. A quick reload of the map didn't show it so I'm not sure if it's time based or something. Not sure how to explain it better than this, hope it helps lol.

    4. AngelModder

      AngelModder

      😮 That is a strange one! I noted it down, i've not seen that one myself but I do understand what you mean it did it during the initial build of the secret its self. However I thought I'd moved more then far enough away. Good thing I gotto redo the compile any ways!

  21. It is, but I've made sure to keep the fimiliar the same size and general layout. It just expands from there. Trust me it's comfortable. ?
  22. This has been up for a few days but it kind of gets lost in the discussion. So a fresh topic just for it! Map will be released on the 1rst! Merry Christmas! Thank you Iffo for the wonderful job you did on this trailer!!!
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