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PK_Azlon

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  • Gender
    Female
  • Location
    Pennsylvania USA
  • Modding Interests
    Mapper
    Scripter
    Shaders
    Texture Artist

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  1. Any chance you're still working on that Sith Temple and got some updates to share?

  2. That is a TERRIFYING idea! No I don't think I'll be doing that. In fact I think I'll be retiring after I finish this. This temple has ended up being a lot more work than I ever anticipated and I don't think I ever want to do this to myself again.
  3. Decided to take a quick break from modeling and make the generic/multi-purpose room which will serve as the base for several rooms in the temple such as barracks, holding cells, offices, etc.
  4. UPDATE TIME! Work has been progressing much better since moving to a more focused, modular building approach! AND I HAVE SCREENSHOTS! So these are the "Sith Master's Office" and ONE of the "Sith Barracks" rooms!. Churning out MD3s that are similar enough to SWTOR to maintain the overall aesthetic feel is still a huge pain in the ass, but it's coming along.
  5. I'm well aware. The hosting site that they were on is gone. BUT....I HAVE GOOD NEWS! I got another! But I won't be reposting old outdated screens.
  6. Yeah actually! Work on the project has been slow. (It's really hard doing all this by myself!) and I've had a few setbacks. Every time I've tried to start this project, I hit a wall trying to fit everything into the overall design I set out to build. So I'm taking a completely different and modular approach, building individual rooms separately that I can combine into a single map later. This should allow me to stay focused on designing, building, and decorating things one room at a time so I don't get completely overwhelmed. I'll save the "great hall" for later once I have built all the rooms, and then I can place them and connect everything. I'm still struggling with solving some technical hurdles such as how to do a proper kolto tank that works more appropriately than my last map's bacta tanks. Currently the first room (A Darth's Office) is done. I'd post a screenshot but I don't know where to upload it to since postimg is gone.
  7. This is precisely why I've been leaning against the idea. With as large as I am hoping to make this, it's better to avoid such things.
  8. Perhaps when it's a bit further along.
  9. Yes actually! After a nice long vacation to recharge my batteries, I'm back on the job! It's easy to burn out on a project this big. I wish I could get it done faster, but I'm only one woman, and there is A LOT to do! The temple apex is nearly done, but I just hit a creative block designing a fitting Sith Alchemy altar model, so I took time off so I could look at it with fresh eyes later, and honestly, it's one model, so it can wait while I work on the rest of the temple. Also if you're curious why I'm talking about an alter for the apex, that's because I realized the apex is too small a room to make a suitable throne room as it is in the above screenshot. I decided the throne room should be massive, so that's going in the sub-level. The good news I just "broke ground" on the main floor! This is the area that will be most reminiscent of the Korriban Academy from SWTOR (but still different). I can't wait to show everyone what it looks like once it's far enough along for another preview! However, since it's New Year's Eve, I think it's only fair I reward everyone's patience with the latest screenshot of the Temple Apex!
  10. This looks REALLY awesome!
  11. First look at the progress on my new redesigned Sith Temple. As some of you might know, my previous work on this project was completely lost, forcing me to start over from scratch. I took the opportunity to redesign the temple more efficiently and approach the build armed with the experiences of the previous attempt, allowing me to avoid some of the pitfalls that held up development, and generally do things better. One major difference is I decided to start from the top. Previously I started at the bottom and by the time I got to the top, I was struggling to come up with a layout that was as good as the lower levels. Additionally I am building in pieces, allowing me to really focus on making every section the best I can. Once all the sections are polished up, then I'll assemble them as prefabs and tie it all together. (I used this approach on my Phantom Knights Training Academy map.) Now this first preview is still unfinished, but it's close enough to the final look to give you an idea of what to expect. As usual, expect future updates in this thread.
  12. So I have an md3 model of a light. But the problem is, even using a light image, the model seems to emit light in every direction. This is not what I want. I want the light to only come from the faces containing the "light" part of the shader. I this possible?
  13. Both of these techniques work! Thank you both!!!
  14. after modeling and uv-mapping, I typically merge verts unless I have a specific reason not to. Then I convert the quads to triangles. I export as a wavefront obj, then import into blender, where I set up the md3shader and export the md3. For the model in these screenshots, I went back in and tried selecting and sharpening the edges where needed (most of the model frankly). However I was doubtful that this would affect the final md3, and I was right. It didn't help. The model in question is this approximation of the door-frames in SWTOR (I've since come to question making them so similar to SWTOR's and might rebuild similar to my previous map version's frames.) As you can see, the edges aren't sharp and the shading on flat surfaces gets weird, making the triangles more obvious.
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