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IrocJeff

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Everything posted by IrocJeff

  1. I'm still going through floor textures. Its just easier to put the same stuff everywhere. The hallways are going to have the floor texture that is in the first & second shot. Same with the basement. The warehouse will have a different one as with the areas of interest or rooms or whatever. I'm actually trying to find textures to add online but most of the free usable ones I've come across are very clean looking.
  2. Well, , I am trying to get it done by the end of 2013. I'll let you know.
  3. Maybe when i am near completion, yes, but, I haven't the foggiest clue what that is... lol... I played the Black Mesa re-do just recently and was really inspired by that. I'm glad you see that in there. In fact, I said to myself while playing Black Mesa that wouldn't it be neat if Jedi Outcast was like this, or close to it.
  4. Thanks guys, I'm glad you like it. I may put in spotlights instead of regular light entities in the hallways but I'm not sure yet. Have to test that out.There is an outside part of the station but that is getting reworked. Been messing around with Gensurf and easyGen and seeing what I can do. When those parts are done I'll add them in, too. My overall goal is to have Rodians as the main badguys. You investigate this station and find that it goes into an underground base that is a producer of what these Rodians are smuggling out, with the help of the Empire. I'd love to have them cooking the Star Wars version of Meth or they are making biological weapons or something.
  5. My project is revolving around the investigation of an outpost that leads to a bigger adventure. Its going to be Jedi-less so no force or light sabers, like the first few levels of Jedi Outcast. These still aren't 100% completed but it gives you an idea of what I am doing, or, attempting to do. hehe. This mapping stuff is a royal pain in the butt. The images a bit brighter in game but I am going with a darker theme for my project. I don't like the sterile look that the original game had. This is a hallway within the station. All the doors, like the one in the shot, are open with the button. That's pretty neat. I also needed something to kill the emptiness in the hallways so I made some AC/Heating duct-work on the ceiling. It also made brackets on it. This is a shot of the warehouse of the station. I made it look a bit like a warehouse store with racking, pallets, and even a Star Wars universe repulsor lift lift-truck. I used the Func_bob on it so it basically just sits there and goes up and down a few units. This is the end of the hallway and to the left of the first image. Behind the railing are the stairs to get down to the basement level. I'd have images of that but i ran into errors and all sorts of compiling problems and the map crashing the game. I was lucky to save the first level. So, back at it again.
  6. Can you steer me in the direction of a good tutorial on how shader creation ? The Rich Diesal tutorial seems to be about light shaders.
  7. If your using GTK Radiant 1.5 I couldn't figure it out, either. I use GTK Radiant 1.4 now and have all my shader images and it just feels better. Plus, I don't have the stupid texture menu, either.
  8. My problem arises when trying to put snowpiles on my landing platform, along with the station walkways. I get, I think, what is called Z-fighting. Depending on the angle, I can see my snowpiles edge flickering with my walkway on where I rounded the edges. Now, I can't use caulk under the snowpiles or else all my edges would be square. This also only happens occasionally with patch mesh. I can make one that has no Z-fighting with nice, rounded edges so it looks like a pile. The problem is that this seems hard to replicate consistently. Is there any trick to this?
  9. Its the one from Rich Diesal's tutorial. Granted, you'd have to supply your own images, but, you'll more than likely borrow existing values from the stock boxes for light and stuff to get the hang of it. http://web.archive.org/web/20090105192104/http://www.richdiesal.map-craft.com/darthg/Shaders_365/Lesson3/sh365lsn3.htm I found some free skybox images here after I posted. The images may have to be altered with photoshopor the gimp for size and filetype. http://www.3delyvisions.com/skf1.htm
  10. Nevermind. Close this up. I found a tutorial on it a few hours after I posted. Sorry!
  11. My knowledge is limited here which is why I am asking. I have two routes I want my level to go weather/terrain. One is using snow and one can be in a thunderstorm. The issue at hand is that my terrain works, but, the stock sky boxes don't fit with what I want to do for Jedi Outcast. There is a sky called ICE but that just makes leak and doesn't work. Is there a way to modify an existing sky shader that I know works and make a new one to look like a snowstorm or thunderstorm?
  12. IrocJeff

    Hello

    Hey everybody. It was nice to see a Jedi related mapping site so I figured I'd join this one, especially since Jedi Outcast was the first game I attempted to map for, well, in a 3-D sense. I recently downloaded the Black Mesa mod for Half Life 2 and got the mapping bug again. It comes and goes with me. I'm making a SP Jedi Outcast adventure entitled Ice Station Wampa. Your a rebel agent who stumbles upon an abandoned science station in the middle of a snowy waste only to find more than he bargained for. Isn't that what always seems to happen?
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