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lil_binger

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Posts posted by lil_binger

  1. That sounds good boot.  Good news too, I compiled both the temple and the golf course together a few minutes ago and everything is a-okay and working for JK2,  I spawned 11 different type of bots in the map and ran in the main outside area without too much video lag and I have a slow computer so most everyone should be good to go on fps. I got to see some redesign for the temple map I haven"t seen in game yet until today..  When I do release a beta I hope to release it for both JK2 and 3.  I don't want to leave anyone out :)  I'll release them both in the same map af far as everything is working. in a few days.  Main diffference for Jedi Academy is the lighting, I think I can adjust the lightmap scale for the worldspawn entry to do the trick pretty quickly, All I really need to do is change a few spawn flags here and there I think.

    ent, Boothand and Asgarath83 like this
  2. Oh yeah, I forgot, I can't keep a secret very long when I am excited about something.......

     

    I might have taken a few pictures of the new area today.  And I might have photoshopped them a little and I might also have uploaded them to photobucket....and I might post a few spoilers to see what kind of reactions I get from you guys,

     

    I give you......a full fledged, mostly completed, Thermal Grenade "Temple of Mechanism", themed, Adventure golf For JK2 and 3 (not yet tested on 3 however.....)

     

    Holes 1, 3,4,5,6,7,8,9, (13,14,15 in one photo which is under construction).   There are currently 15 holes I believe,  I need to make 3 more and add some details.  It's been quick to make and most everything works as intended.  Patches, or cylinders etc I have found do not make a good place for a grenade to roll or bounce which is too bad because one neat looking feature will have to be changed but I am sure I can come up with something else.  Also it works best to throw a grenade from an elevated position, it makes it much easier to see where you are throwing to and dials down the perspective issue a little bit.  A target seems much larger and more intimidating if it is above you, also it's very hard to see the grenade exploding in the hole if it's above you.  I've made other types of games in Jedi before but this one actually has a bit of credibility to it.  I made the holes before testing them with a grenade and to my surprise they worked out pretty well when I was finally able to compile and test them out.  Some of course need some adjustment and some details added, like the lava funnel needs some source it's coming from and going.

     

    Hole 1 : Difficulty 3 out of 10 : Basically a straight shot with a large water hazard.

     

     

    mechgolf_h1_zps4strjxly.jpg

     

     

    Hole 3 ; Medium-Long straight shot :  Difficulty 2

     

     

    mechgolf_h3_zps4dkvnh5b.jpg

     

     

    Hole 4 : Up and over short shot : Difficulty 4

     

     

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    Hole 5 : Impossible tunnel shot, short  range with lava tube obstruction. Throwing grenade through the intended target, ; Difficulty 11 out of 10, straight shot from throwing pad, difficulty 2 

     

     

    mechgolf_h5_zpsnd9l3kpg.jpg

     

     

    Hole 6 :  Short Bounce shot off of obelisk, may eventually add a bounce target to the obelisk to hit to bounce into the hole better : Difficulty 3

     

     

    mechgolf_h6_zpse0my8ygr.jpg

     

     

     

    Hole 7 : Angled short downhill shot : Difficulty 2

     

     

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    Hole 8 : Up hill short range :  Difficulty 4

     

     

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    Hole 9 : Obstruction pass-thru short shot, using pass-thru : Difficulty 5 : straight shot : Difficulty 2 (I do plan throwing in an obstruction to make a straight shot harder here, I just need to do it without using a forcefield or glass, I plan on adding some wooden planks to the obelisk to make a straight shot more difficult.  I do want the hole to be visible from the pad though so you can see where the grenade ends up after it's thrown.

     

     

    mechgolf_h9_zpsjo3yskp3.jpg

     

     

    Holes 13, 14 and 15 need work. wood in front of 13 will be replaced or adjusted, the angles don't work at all to get the grenade where you want it to go, I was going to have the hole to throw to on the boat but where the next pad is placed for the next hole might work better so you will have to bounce the grenade on the boat to get to the hole.  It would then be considered a long shot with a difficulty rating of 5 or 6.  And hole 15 still is to be determined..

     

     

    mechgolf_boat_zpsy2xrpsbg.jpg

     

     

    In the bottom of each hole will be a func usable that will fire a sound effect when damaged, when the grenade blows up once it enters the hole.  There is a single thermal grenade spawn every 2 holes with a 2 second respawn time so there's plenty of ammo around and done conservatively  I'd like to hear what you guys think about the pictures I have posted thus far and whether or not this looks like an interesting concept?  I would get a beta just of this area to test soon for you guys if you are interested, I could use a little input from some testers.  I could have a beta ready in a day or 2 with all 18 holes.  I have to go to work then to the gym today other wise I could have something ready today.  I also need to config my router so I can host the map for a little bit.  I do plan on adding a shortcut to the back nine from the startng position.  Right now there are no secrets etc, I could though however throw in a couple extra holes as a secret, that would be kinda cool.  I like this idea and I think it has some potential....what do you guys think after seeing screenshots like that?

     

     

    Edit:  Talking about hosting the map for a bit, JKHub has a JK2 server right?  Anyone have any control there if there is a server to get it uploaded etc in a few days or something?  I don't need admin access or anything to the server, just having it hosted for a beta test for a little bit would be kool.  Of course JK3 would be fine hosted there too, it's not the fighting that's important with this map and I'd say the thermal grenade will work similar in both games.  Of course it doesn't have to be JK hub to host it for a beta,  just give me a holler if interested.

    Boothand and ent like this
  3. I bought the game about 1 week after release JK2 that is but it didn't work on my computer.  My friend kept playing for a year or so and I had acquired a new computer and went out and bought the game again and it worked the second time and I have always kept my interest with JK2.  I never played dark forces but I will play most Star Wars games I see.  I remember playing 'ol Rebel Assault back in the day which I still have a copy of and Star Wars Galactic Battlegrounds I also have a copy of and will pick up and play every once in a while.

     

    Back when I started playing JK2, My friend who played lived 5 hour drive from me and it became a past time of ours, We would conference call eachother and we got our other buddy Jres to join in, then I one day decided to start up a clan since we used a clan name to identify each other when we didn't have a clan I decided to make it official and recruit some clan members.  Today, I have logged into multiplayer once in about a year or so.  Lately it's kind of just become a hobby to revisit GTk radiant and fool around with making some areas, Now I have a few custom maps I have been working on for a total of almost a year now off and on (minus work done previously back in the day) that I keep saying aren't far from being completed.  I just remember joining my first clan and this guy told me to download something, when I did it was my first custom map I had ever seen.  I remember telling the guy I want to make maps that day and since then I have probably worked on about 100 custom maps or so.  Most of you guys just know of a few maps I have published, years ago  my old clan had 6 dedicated servers just for our clan and one public server.  One server was dedicated to custom maps and I would test a lot of stuff with clan members back in the day I would make.  Those were some good times.  I actually turn 40 years old this year!  Some people like to crochet and solve crossword puzzles as a hobby at my age but for some reason I still enjoy building stuff in Radiant :)  If nobody was still playing these games I probably would not put much effort into making new stuff for them but since I have received such an enjoyment playing these games over the years I'm glad I could find some time to give something back to a commmunity that is still holding on to what I enjoyed about the game for so many years.  I have a little something new I have in store for you guys I hope to let ya know about soon.  I hope it may get some other people interested in mapping with the influx of new players to JK3 recently.  I want to end this insanity but for some reason I keep getting drawn back into it lol.

     

    Most games lately are all kill, kill, kill with respect to mmorpg's which are all grind, grind, grind, kill, kill, kill, grind.  SWTOR I actually like the fighting pretty well in that game compared to say JK3 in some respects.  I have a few f2p charracters in that game still.  I did subscribe for 6 months or so and had a few max level characters.  I haven't played SWTOR in a while but JK2 always brings me back :)  SWTOR has gotten pretty bad with all of the f2p stuff you can buy in game from the developers, that's where they make most of their money now.  "Want a new cool mount?  Well give us real currency for some fake currency and you can buy stuff that has a chance of dropping that new mount or item you want.  And don't worry, if you don't get the mount you want just send us more money and we will give you more fake currency to buy more stuff.  That gets old pretty quick.  JK2 and 3 will live on forever!

     

    ....oh.....and May the 4th be with you!  (which isn't too far away)

  4. I started making something for the map recently that may or may not stay in the map, I may have to separate it from the temple map but I am unsure atm.   JK2 entity limitations may prevent me from being able to release them together when you combine.  Jk3 I think should be fine to combine the areas.

     

      It's a fairly large new area I have made mostly from scratch.  I compiled and did a little work on this new area recently and it looks pretty kool and functions almost entirely as intended.  I have not compiled the new area and the temple map together yet so I don't know if I can make it all work for JK2 yet.  JK3 I shouldn't have any worries that I know of yet.  However that brings me to another conclusion, Maybe it should actually be separated.  If this new area catches on I could make a sequel.  I have created the majority of the new area from scratch in about 3 days, and I have kept one person here on JKHub in the loop and have let them know about some progression recently.  Only 2 people have seen the area (myself and my room mate) and only one person has actually loaded the area for JK2 in game.  It's a pretty cool area and it's made using the same type of theme as the Temple of Mechanism.  There's a couple things that don't work as intended that can be fixed quickly.  about the only thing I will say about this new area is that I made a lava funnel in one area and the texture shader is making the lava flow horizontally and sometimes vertically lol, so I may need to make a different lava shader for that one :)

     

    What I hope happens is when people see this area it will create a revolution in the mapping community  I would like to see other people create their own version and there are so many options that can be explored.  I would definitely like to make a sequel using a different theme, I see all kinds of possibilities and I can't say much more without giving it away :P

     

    Anyway, I'll keep yaz posted!

  5. When the game first came out I bought it and it wouldn't work on my computer, it had to do with the open gl lighting i think.  I took the game back and got Grand theft Auto 3.  It wasn't until I purchased a new computer that it started working for me and history has been set since then.  I can only speculate about what my problem was, maybe that open gl lighting has something to do with the game not working for some people.

  6. Ever seen a golfing Jedi before?  I think I have only seen 2 Jedi Knight maps made with some type of Golf game in it.  And only one of those maps had a full 18 hole thermal grenade mini golf course, ever wonder what it would be like to have a full 18 hole Thermal Grenade Adventure golf course to play on?   hmmmmm....

     

    Wondering what you guys think about that.  Ever see a golf course in a Jedi map?

  7. Entity modding, if you haven't found the solution I'd suggest it won't work.  You may have to use GTk to get it to work.  And the JK2 maps are horribly made, textures on every face etc, this alone causes problems when playing the sp maps in jk2mp, I would know, I have converted many, making them work for JA is a little differnt story however. I am not sure if you  can change an entity spawnflags with an entity mod.  If you can change the spawnflag I assume it's possible to get the ore cart to work with an entity mod.  I would convert the map and look to see how they made the ore cart work for the game and then see if there is something about the entity you can change using an entity mod to make it work.

  8. I've not felt this excited about a JK map since ... since SJC was making EP3 maps.

     

    wow

     

     

    That's one hell of a compliment. Thank you for that.  I don't think my maps quite compare to SJC, he puts a great deal more realisim in his maps.  My style is kinda midway between SJC and Shroomduck, a little surreal with the unreal.  I also keep into account bugs and glitches making maps.  Like the broken lava bridge and the water lava pit and the 4 angled stones in the middle, You can jump farther using an angled surface.  A simple jump and you will not make it across, you have to hit the angle just right and you'll have plenty of room to land.  Also, there are so many varying heights, most every texture has a no damage shader I developed so no worries about falling from a tree top or cliff and taking damage, not taking fall damage also makes the map more fun i think.  Less time wasted trying to hit heal or use some bacta.

     

    In JK2 there is another bug I have found that works in a couple places, there 2 brushes come together and when you wall walk it will wall walk you up a cliff or much higher than you would be able to get by wall walking.  So far the only places this works is helpful to get you to a certain spot in the map I have yet to add some access to.  I have not actually used this glitch intentionally but I have some thought about making it work somewhere as a shortcut to get to something or some location outside in the main area.  Sadly the glitch won't work for anything but JK2 1.02, that's another reason I've favored the earlier version of JK2.  Glitches are fun :)  Anyway, I gotta get back to mapping.  ty again zefilus for the compliment

  9. I've found my good gold shader and fixed a couple headaches that I've had for a while with this map, I've got tomorrow off from work so I might throw down on some radiant in the next day or so :)  I have to be careful though, I know I can't be far from JK2 limitations.  Trying to keep it simple yet make everything functional and have a purpose and not having many doors frees up a whole lot of room for making other fun stuff.  There are 2 doors still in the map from khomm in the one area with the bridge that's fallen into the lava.  I am thinking of just opening that up.  I do kinda like the 2 doors there.  Kinda feel safe and secure and what not lol.  Plus it leads to something I brought in from a different map, tweaked a bit but it's an area many like to have in  a clan / rpg map and I've always liked the area and have had different versions in other maps.  I'm not giving away nuthin' about that area atm.  You'll just have to see it.  I've also got another idea, it might take me a few hours to do it but I have an idea for something, a little twist on an idea I had before.  ...and who doesn't like mini golf.....hint hint....I'm just not sure where I'd place it at the moment but I am sure I can figure something out if it works out.

     

    BTW, just compiled today and got done testing out the map and noting areas of improvement.  I've got a long list of stuff to get done, I'll keep ya posted with something tomorrow hopefully.

  10. looking through the last pics I posted, they are quite outdated already.  With the most wonderfully designed trees by Szico, the outside of the temple looks simply amazing now compared to those pics I posted previously.  I am currently in the process redesigning an original area I made for the map which has basically gone untouched for a while since I have gotten a few more ideas for the area.  A map is like a work of art, it never actually gets finished lol.  There's always more I could do.  I really want this map out of my hands soon though and I have been going through a couple design changes here and there to finish off the map where I can be happy with it before releasing it.

     

    Since screens are outdated, I figured I'd take a few more :)

     

     

    Mechmain_04_zpssg1tsmyl.jpg

     

     

     

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    Mechtram_03_zpsxebztnek.jpg

     

     

     

    Mechrancor_01_zpsyehmyogp.jpg

     

     

    And one screen of a developing area I said previously I would not show a screen shot of :P

     

     

    Mechrancor_02_zpsnflh9acg.jpg

     

     

    I like it, I hope you guys will :)

    Langerd, Boothand, Circa and 1 other like this
  11. Just the outside fps needs some work.  I may have found one of my problems recently in a miss-matched shader.  I haven't compiled but it may be the reason for the water looking like a patch.  FPS is good outside but could be better.  I have some vis breaks outside and they do work but they also need a little tweak so some areas in the main map are good on fps but there are a couple vis leaks I need to adjust.. The rest of the map is basically flawless.  There's only one other area needing vis work and it doesn't need much, just a little tweak.  Fps isn't bad there but I need to add another vis break. 

     

    I have also observed for jk2 if you have only 1 vis break you can see moving entities in another area like a door or pendulum.  2 vis breaks and you will not see the tris of the object from another area.  I am not sure if this is the same in JA but that seems to be the case in JO. 

     

    I've been working lots lately so I haven't put a whole lot of time into the project in the last few days I do make a little progress every day  :P

  12. I dragged some rock textures in from JA to replace some JK2 textures.  ALso brought in some other temple type textures I am applying here and there.  I have now settled on an ambience lighting I am happy with (tried 6 and 4 ambience, but last compile at 5 and the map really looks awesome).  I had a small list of stuff to do last night and only a couple little details are left to do.  One major thing I still have to do is add or make some light sources.  I don't want to make it look like its run by electricity so right now mainly fire and lava light the map interiors.  I am considering working up a light source using crystals or something.  I have a few areas that definitely need some light sources which I keep putting off time and time again.  I'll try to working something out by this evening.  It's getting really close to release.......I wanted to get it out this past weekend but I just need to solidify a few areas and tweak a little something here and there.  There is one area left still under some development but it is coming along nicely.  There's a model I have in the area that still needs some clip work but I've got about half of the clip work done already.  And clipping this model it gives me an idea for another unfinished map I had been working on previously (if I ever work on trying to finish another map, after this one I definitely need a break.  I have been working full-tilt on the Temple of Mechanism lately and it has turned out better than I could have hoped.

     

    I did add a tire swing in the main area.  func_pendulum will kill a player instantly in JK2, can a payer ride on a func_pendulum in JK3 without getting insta killed?  I was able however to let the swing swing out and jumping out to the swing I could land on it and jump off when the swing was close to it's apex.  Also, for those of you who actually play JK2 1.02, you will have more fun in the map than other versions.  I build my maps to use glitches in 1.02, one of those glitches is a water glitch where if you jump and hold jump then land in a pool of water you will be propelled out of the water to the height of the apex of your jump.  Both sides of the exterior of the temple have 2 pools.  a slide and tree house on one side to jump into one pool of water and another tree house and a tire swing on the other side to access a separate pool of water where the jump glitch will work.  Technically someone could jump out of the tree house and hold jump and land back on the tree house from the pool of water way way below.  It is the biggest and best jump water glitch area I have ever seen in a game.  I think the first time I ever encountered the glitch was ffa_countryroads by shroom duck years ago..I did try to incorporate as much fun factor as I could to this map.  I would go on and on if JK2 limits weren't so low but there's plenty to explore with this map, there are many many connections and plenty of ways to get where you want to go.  One area is basically a hub of connections.  I think the area has 8 ways to get where you want to go and the area is quite large and fps is off the chian! 

     

    I think my max fps is set to 90 and it basically stays at 90 in that area.  The only area that dips a little low in fps is the map outside area and it's mostly attributed to the water shader.  Lava shaders are pretty much stagnant, when you show tris with lava it looks like a normal brush, water looks like a patch mesh.  I have an idea to fix this and if it can be fixed / tricked I could reduce the fps quite a bit outside.  I have tried to removed deformed verticies from the water shader but it still looks like a patch mesh, I believe this happens solely due to the fact that the shader identifies it as water.  I am thinking about using a nodraw water shader I have use in the map and then make a trans water shader that isn't water that is really thin and has notexture on the sides to see if this would work and I think it will work.  I have already removed the deform verts and water still looks good even though it's not wavy.  I could probably get the main area up about 20 fps is this works bringing my fps (on a low graphics computer) up to around 60 or 70 fps.  I think right now in the corners the fps in main area dips down to around 48 or a little under. and it's mainly due to the water shader.  I will try and test this out shortly to see if it works (which I believe it will). 

  13. usable JO triggers are spawnflag 1, Usable JA triggers are spawnflag 4.  You may already know that one though.

     

     

    there is also a difference with some models using them in JO that work in JA, In the forest house conversion I did, some trees I had to change to misc model static to see them in game.  mostly the smaller trees did that.

  14. It's been years since I messed with npc spawning.  I mainly made maps for jk2 and there is no npc spawning like JKA using a trigger.  I think the last time I spawned a vehicle or ship was somewhere around 2004 or 2006 some time.  I don't even remember how to do it.  I have some old maps so I can look.  I've downloaded a diff map with a rancor spawn, I'll figure it out eventually.  I'll just decompile it and find out. Searching jkhub has not revealed the answer yet.

     

    I've got the perfect place to spawn a rancor though.  I'm working on the area still but it seems quite fitting to be able to spawn a rancor there in JA.  I am not going to say much about the area and I am not going to post any screenshots, you guys will just have to discover it for yourselves :)

  15. not too much left to go for a beta.  I may release as an official beta map rather than just throwing in a link for the map to download and try out.  Of course I will probably do both but to make it official I will probably submit the file to jkhub to download.  Last night it occured to me how I will finish up the last remaining area of the map that I had gutted from a different map and needed to add stuff.  It's a pretty cool idea and have already started work on the area.  I only need to make a few adjustments here and there, finish up that one last area and I still need to add a few more light sources but it's starting to look like a finished map.  Today is Wednesday, I hope to have the map submitted to jkhub by this weekend.

     

    Edit:  I made something cool yesterday I really like a lot for the map.  I took one of the floats from Rancor Rampage, which I originally made for the Outhouse map I made years ago and made a new tire skin for it.  The tire is labeled "Leveling Mechanism Tire Co."  A little omage to me old clan mates.  I really should show you guys before and after pics of this map from the original area and mote I made almost ten years ago to what it looks like now.  There's not much of the actual temple left and the outdoors would be night and day compared to each other.  This map was such an fps whore when I first made it.  The only way I knew how to vis block back then was to make a teleport to another area not connected at all to the other area lol.

     

     

    I do have one question.....I have made JA specific maps with vehicle spawns.  I even made a huge UFO once (a recreation of a real ufo I actually saw with 7 other friends one day playing outside when I was around 15 years old), where I made an interior and hangar doors and a vehicle that would spawn on a floor below that would be lifted up with an elevator to dock level (no we weren't abducted however lol, I never saw the interior but the UFO was quite large, silent and I was a reasonable distance from the craft and could see some shadowy details of the hull of the craft and hull texture late afternoon sighting so it was not dark).  I am planning on adding a vehicle spawn point in the map for JA.  One thing I haven't done or searched for yet.......I might have an area fitting to spawn a rancor npc.  I have seen other maps where this can be done.  How is this done?  I might have toyed around with spawning npc before but is the rancor part of JKA or is it a player mod I can find somewhere?

  16. As soon as i think the map is ready i'll throw out a beta.  Basically right now I have most everything connected.  I think 2 small connections  need to be made.  I am also thinking about adding in another area to finish the map off.  There's a couple connections that are just connected and they have a path designated which need some light and a few details.  There's at least another connecting room that's just a box which I need to fill with a couple rocks and light or something.  I can't say for sure when I'll have a beta but progress is going smoothly.  Every time I touch the map it gets better and progress has been very swift.  I will keep ya updated, that's what WIP threads are for :P

  17. Well, I've fixed a few things and made some changes.  Tried to get a few more pics this time and tried to get better images too.

     

     

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    I've been excited working with the map recently.  It's turning out to be pretty cool so far. I hope these pics do it better justice than the last ones :)

     

     

     

     

    z3filus, ent and Boothand like this
  18. As far as the Temple of Mechanism meaning.....

     

    Our old clan model was that everyone was equal.  We are all just players in a game we enjoy.  We are that mechanism.  The players are the ones who keep the gears spinning.  Our clan name was Leveling Mechanism (Which was first derived thinking up band names for our band at the time.)  We liked the name and decided to set it in stone.  (Mainly I was telling my buds one day, We play this game a lot, we mess around making up or own clan name, lets make it official and recruit some members....and it took off from there and grew into one of the largest active clans in JK2 during our time.  We had 6 servers at one point and made a dedicated server reboot of saberology when they decided to migrate to 1.04.

     

    Now, the Temple of Mechanism no longer stands as a celebration of our clan participants.  (Which was originally designed as a follow up for the outhouse map).  The map now is a tribute to all players involved in the game, past present and future.  We are the Mechanism which has kept our beloved game alive for so many years.  .....Long Live JK2.

     

    I've got a lot of great ideas in store for this map and I think I can publish this map without too much difficulty or time.  I am guessing a couple weeks or so and I could have a beta version for download for you guys.  I am employing a lot of ways to keep fps at a maximum even with a map without doors to block vis.  (There are some doors in the map but they are used as elevators.  I am also trying not to be too sfx / efx happy.

     

    There is one thing I could use some assistance with for anyone who is interested.

    And can be anyone, Master mapper or beginner.

     

    It's an ancient stone temple right......I want to keep modern stuff like electricity from being used.  There is one thing I haven't created which has been in the back of my mind for a while.  I need a natural looking light source that doesn't involve a fire efx.  I have thought about candles and the like and have tested a candle sprite shader I made a while back but I do need some unique light source to light the map.

     

    I would be willing to use anything you guys have to offer and will give credits so please supply a readme file with any submissions.  Do note, I do plan of releasing this map as open source to allow anyone to use stuff or even areas in their maps.  I would even allow keeping the outside area intact and deleting everything else so someone could make their own temple interior. (as long as credit to the maker is given and of course the name of the map must be different).

     

    If anyone has anything premade or is working on or wants to build from scratch, I could use some variety and would accept different styles.  I will try to use any submission I can get as long as I can find a place for it that fits.  Include a custom texture and scratch your initials or something (just don't make it too obvious).  Could be something that glows or just a bright texture or gem (I've seen some gems or crystals in JK3 that look really good with a certain shader but the shader doesn't look quite the same in JK2)..   I can make a shader or something if needed or add a light source to make it look like it's glowing or something if one is not provided.

     

    If anyone is interested in submitting something please make a short post here and send me a pm with a link.  If someone needs an entire area to design lighting in one area I am sure I could wrap up a map file for you with that area to work on some lighting.  You don't need to light the map of course, I just need a source or few.

     

    Thanks for the comments guys.  I hope to give you dis map soon :)

     

    (the map file in this thread to this point is way outdated.)  Anything after this post should be good to go for either JK2 or JK3.  I have already associated all textures associated with this map within the map file so the map does not rely currently on any textures or sound effects or efffects from JK2. or JK3.  Which may change in the future to reduce the pk3 file size using textures which  both games have.  (I mainly included them all for my own purposes just to keep things ordered and less confusing.)  Plus if I use of of the textures I know I don't have to search down where It came from or come up with a missing texture when I load the map.

  19. There might be another thread for the temple of Mechanism.  I didn't look for it.  I was going to post the pics in that thread but just posted them in this thread.  The pictures are a bit dark, in game it looks great (althought in game it's just a little bright in spots). 

     

    The majority of the work left to to is to connect the tram area with one last area, which includes some more details in the tram area for one side of the map,Tram area began as a cliff edge in khomm.  I added a couple trams from Binger's Bespin I made and deleted from the bespin map, extended the area (kinda like the tram is in forest house).  I don't have the other landing area made for the trans an no exit on that side yet but I am either thinking about placing the khomm area there or doing something different.

     

    It's an old temple so I don't need to build a bunch of details so finishing of the map shouldn't be extended.,  FPS is pretty good so far but there are at least 2 or 3 places I need to add a hint or 2 or a place I need to vis block a little better. Outside is coreographed with sounds.  I do however need to go around a bit and thrwo in some disorder and chaos.  I need to break some stuff or make some stuff look broken.

     

     

    Outside I need a quick way to get to tree houses from the jungle floor (either a jump or teleport.  Then I need to adjust lighting and build a small campsiite.  And lastly need to work on the waterfall shader a bit so it look s a little more natural.  There's a couple sand bars I am making for the deep areas to help navigation but outside is just abaout finished.  From the progress I have made this map more than likely will be released separatly from Binger's Bespin.  (Binger's Bespin I keep wanting to redux and redux again.  I one day I hope to finish that map.)

     

     

    Anyway, more to come from The Temple of Mechanism soon :)

  20. Well, everything is working well now for the Temple of Mechanism.  This map is turning out really cool and quite interesting.  Most of the map is there, most everything connected and ready to go but a couple areas have not quite been adjusted.

     

    I've got a stable compile today and took a few screen shots.  I'm not going to comment on each pic, I was too long winded before but now there are some images to view.

     

     

    mech_whip2_05_zpsdk0hudet.jpg

     

     

     

    mech_whip2_06_zpsbwd2ge9w.jpg

     

     

     

    mech_whip2_09_zpsgwjkfs9q.jpg

     

     

     

    mech_whip2_03_zps6mhojdij.jpg

     

     

     

    mech_whip2_01_zpsjcfi88rr.jpg

     

     

     

    mech_whip2_12_zpsuo7h9de2.jpg

     

     

     

    mech_whip2_15_zpsmdjoqwl7.jpg

     

     

     

    mech_whip2_14_zps05djy9li.jpg

     

     

     

    mech_whip2_10_zpsmt9kpbsf.jpg

     

     

     

    mech_whip2_16_zpsjbdkblgl.jpg

     

     

     

    Well there ya have it.  Lots of tweaks left to do but looks promising to me.

     

    Edit  (Before I posted, Pics looked much better, They are just a bit on the dark side.  It's supposed to be a dark map.....

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