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Sting

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Everything posted by Sting

  1. Happy Holidays all. Some Minor lighting tweaks for Atlantis with the balcony now finished. So for my other city map, I have decided to revive one of my first maps and incorporate it into the design, Its a very early WIP, an old elegant European style old city mixed and blended with a more technologically advanced city. All of the textures and lighting are placeholders. Oh, this map also features underground catacombs, sewers, and dungeons under the old section of the city. I plan to make a part of this underground Lux (Fox's Lucifer) style club. I want to make this a very colorful map with tons of variety. This yet to be named city (open to suggestions) will be my test bed and playground for going crazy with shaders and concepts, some of which inspired out of films.
  2. I'm still tyring to figure out how to import custom .wavs into JKA, needs to be a certain file type. There is a few ocean and wind sounds I want to use ontop of Atlantean sounds. I'm also trying to figure out what to do for music. Since there will be a daytime/sunset version and a night time version, the music and ambiance will be diff depending on the setting. For those who have music turned down I want the ambience noise to be immersive. (IE: The sound of the ocean, the sound of the wind howling outside in certain corridors) Since this map is going to be made for Roleplayers and since I want to do a steam VR home port of this, I want to go all in. For the night time version which I'm making first I want to have a sleepy but majestic feel (as if you could sleep here for 10,000 years. I was thinking something along the lines of these mixed down with some random music from the show. It won't be show's theme on repeat over and over and over again, I can assure you. Mixed slightly with the chorus of this. I know nothing about mixing, I will prob try to find someone who can do this for me. Started on the atrium areas which will contain most of the quarters, cafeteria, hologram room, labs, etc. Been slow as I have been texture crafting. I have been making alot of season 5 set pieces too since most of the structural work on the Gateroom area is done is done and I can focus on furniture and props. Like these light fixtures.
  3. The sounds are just placeholders atm. I want to eventually extract sounds from episodes of the show and implement them. Sound design is going to be the last finishing touch.
  4. I will release it as a PREFAB in that case. I do not know Hammer but I would totally love for someone to port this over to those games!
  5. Okay so this isn't Atlantis, I always wanted to make custom ships for Star Wars Galaxies JTL (and with all of the emulators now, especially SWG Legends and Bloodfin it's completely possible now) And since there is already an existing Lambda Shuttle model in the game, I thought I would make a POB interior for it which it lacks and hopefully somewhat smarter than me can get it into the game. I built it in radiant and ported it over to MAYA. I'm nearly finished, I just need to texture the cockpit. If this goes successfully I will make more ships. And I guess it can also be in a JKA map since I built and textured it in radiant originally.
  6. Been overhauling the textures, the side stairs got a complete makeover alongside control room windows + the light panels on the grand doorway.
  7. Hello Stargate, still a WIP. It's a heavily modified version of Wade's gate, still working on aligning the glyphs within the recess of the gate. Finally made an ASE model for the conference room doors to replace the 2D texture. I'm eventually going to redo the shape of the whole room to keep up with the new models alongside a new table
  8. Completely redid the stair well again to get it much more accurate to the set, might as well go all in since the people on Reddit want a Steam VR Home port of this. While this map is going to be heavily designed for role players or programs such as Steam VR Home, I still want to make it friendly for FPS players so I started on the corridors surrounding the gate room, I created a door way in this wall to promote circular flow by minimizing dead ends. In any FPS game or with the dueling mechanic in Jedi Academy, you always want to have constant momentum. The only dead ends around the gate room will be the transporter booths which will teleport you to areas of the city beyond the gate room (IE: the lower piers.) The new doors are also visible. No more low resolution place holder texture. Some are also .ASE models, the ones on extreme angles anyway. Also fully shadered. I will be releasing the .map file in the final release of this to promote ports to Elite Force and other QIII games, or HL2 or Steam VR since you can easily port to those through using Quake Army Knife. Luckily this map draws practically nothing from Jedi Academy's assets, just the gradient shaders /system and /colors
  9. Some small minor details. Updated the stairs model, new wall texture and some other changes. Not in the screenshot is the new doors. Got some placeholder textures going while I tweek the lighting on my Massassi Temple. Next I'll add new skybox and some godrays and attempt to blend the two.
  10. Sooooo I started this today. Still got to make some changes to the structure before I make some new textures and shaders for it (Raven's doesn't even come close to the actual set hilariously enough). I was disappointed with the actual "Academy" in Jedi Academy. I will be doing some research on the actual temple they used before I do anything outside of the Ceremony Hall. You gotta show me pics of this dude, that sounds awesome!
  11. Whoa does your mapping program have cross engine capabilities? I did manage to port the Atlantis Gate room into an OBJ file from Radiant about a month ago for the fun of it and out of curosity. It was as simple as using an online tool to convert an .ASE into a different format. This is an early build. I know I am such a super fan that I want this ported into newer and more capable engines like Unreal and Crytek. 3D printing also crossed my mind Other than a few small hiccups in the geometry, it ported perfectly, texture maps and pretty much everything intact.
  12. Do you know how to fix "WARNING: Flipped Triangle?" Other than that, Compile times are very short. Vis only lasts less than a split second.
  13. Yup, Anything which needs to be on an angle or a piece of repetitive furniture (like the light pillars) which uses a decent amount of brushes) gets compiled into an .ASE I actually had no idea you could do this, I have been using physics clip brushes. I did include my map file in the alpha PK3 if you want to take a look.
  14. We'll see. I haven't broken the game yet with model overuse lol.....
  15. Don't worry, Wade's amazing gate is just a place holder. I will either attempt to re texture it or make my own, but none the less, there will be a majestic pegasus gate filing those two slots in the floor when this is all said and done.
  16. Whoops, forgot this shot. Don't mind the small scale, once converted into an .ASE Model_scale will fix that problem.
  17. I gotta figure out how to convert an .ASE to an .MD3 I have been playing around with Quake Army Knife a bit. Infact A majority of this map is .ASE models. The actual brush count sits below 3k and only takes a couple of minutes to compile. All of the light pillars, the grand stained glass window behind where the gate goes. The TVs, the wooden control room stairs. Some of the ceiling lights, the boxy things on the walls, the pillars on the balcony, and parts of the railings are all ASE models. Furniture too like the chairs are .ASEs Also to make things more interesting, the night time version seen here actually has two skyboxes. The one seen on the balcony and a dark green mushy one behind the grand window. (I plan to add faint lights to it to give it that murky feel) I should also mention when I build the other areas of the city, they will also have their own skyboxes to give the illusion of location change. The daytime version of the grand window luckily doesn't require a skybox. Oh yeah I almost forgot, this is from a younger build of the map. I'm going to go back and make a daytime version when everything is done. Night time in Atlantis has always felt more whimsical, that and the Quake 3 engine does low lighting better than daytime environments. If you were wondering why there are multiple sets of window and floor textures in the files, its for the daytime version which has this. The trick is not to abuse dynamic glow, even with the night version I'm very selective where I use it. Dynamic glow should not be used on everything that lights up. You want to use it to emphasize certain things like say godrays coming through a window. You can do this by glowing select areas of the window. Its also nice for interior ends of a window to make it look like light is actually coming through. Day is going to be tricky to light properly when I get to it, less lights involved but more complicated since its Q3. I am currently working on a .gfx file for floating motes of dust for all of the windows with godrays. Speaking of GFX, this is also from a younger build. I had to make several multi colored mist gfx shaders for this. When I begin expanding to other areas of the city I will include it if resources allow it. It's a working Hologram which you can switch on and off. Sadly I haven't figured out how to make it spin as its a Func_usable. All of the shaders are pretty much sprites. I will get back to it much later, Those door textures for the hologram and conferance rooms are merely just placeholders until I can make 3D .ases and make them pop. Reference photo Speaking of references, here are some shot by shot comparisons of the gateroom and the show. I am still going back and making changes based off of these. Oh, and if resources allow it, I noticed that two different people gave their Atlantis maps exteriors where you can fly around in a Puddle Jumper. Unfortunately the Gateroom and the Tower in the CGI don't match up interior and exterior wise, so I decided to make mine a separate area in which you just teleport to, similar to the star destroyer map. That is if resources allow me to include this thing. Its nowhere near textured or finished and as you probably guessed, It's a behemoth .ASE model since GTK radiant is not very geometry friendly when it comes to stuff like this. I have been experimenting with water shaders just for this. This is a big maybe since I'm planning a graphically intense offworld location and the outer sections of the city which will be connected to the gateroom via those transporter booths. (teleportation) PS: If anyone has any experience with importing custom sounds via goldwave, let me know. JKA is weird as only a certain type of .wav can be used. I want to get some sick sounds of the ocean, wind tunnels, computer interfaces, etc in. Since this is going to be mostly an RP map, atmosphere is everything.
  18. Ah-ha! The FPS drop is because of all of the glass and transparency shaders. It might get a little worse because some of the new doors I'm working on have semi-transparent stained glass as well. Here is what I have so far of the unnamed city, bladerunner, coruscant, neo-toyko esq map. Only have a few textures and shaders made so the grey on the buildings is just a place holder. Still at a writers block on what to make the billboards of. This theme is def to modern to be Star Wars so billboards and ads in Aura-besh and Huttese are out of the question. Maybe I could use some forgien or fictional alphabet to spice things up leaving more to the imagination. I am experimenting with fog shaders to try to extend the visibility to the building tops. The buildings themselves are just glorified cardboard cut outs essentially with the out of sight areas caulked or non existent.
  19. That table is one of the things I'm going to texture later. I just got to get around to making the texture, as for the schematic It is also one the list of "Things to do later" I was going to make it a decal (kinda like the ticket stubs in Rocky_ruins but hey that works too! I'm also planning on adding more stuff to that table, more schematics, top secret documents, maybe a coffee mug with steam coming off of it. Also feel free to "peak away" That is why I included it. Here is the table in the reference photo by the way. To give you an idea of what it will look like when I finally get around to texturing it. How was your frame rate? (Edit: NVM, peaked at your counter at the top right corner) Any lag or slow spots? I'm going to make the conference room doors 3D and I have been reading up on func_static to see if I can get them to rotate which will probably be more resource consuming. Actually all of the doors in general are going to get a massive rework.
  20. So this is something I have been working for the past month alongside a few other mapping projects of mine. There are very few Stargate Atlantis maps out there, or atleast one that has done it justice. none the less I have taken matters into my own hands while I learn how to use Radiant. Half of the map is .ase models since GTKradiant does not like brushes on extreme angles. IE: the control room stairs. The Balcony, those pillar thingies are also .ase models again due to the Q3 engines restrictions on angles. Skybox is a modified version of Grimm Night by Hipshot All of the Computers, TVs and Interface screens are fully animated. The Aquariums on the lower levels also fizz bubbles, still working to perfect the shader for it. Oh please ignore the untextured proto control consoles Still working on the model for those While I could use Wade's gate. I am trying to make my own so my map won't conflict with other Stargate mods. I will need help with scripting the gate, I'm hoping someone more well versed with Radiant could help me do that. That and I want to make a gate with some sexy shaders with the glyphs slowly and dimly pulsating. I am also making a Coruscant/blade runner esq city map with all of the shader and lighting styles I learned from making Atlantis, still too early to post anything of it as I am still crafting textures and shaders for it so stay tuned. PS: Oh as a treat, I am attaching a playable Alpha of the gateroom. I will need to know how this runs on low end machines and what your collective framerate is like. Let me know how it is with and without dynamic glow. Either select solo game or at the main menu hit ~ to open the console and type in /devmap Gateroomalpha Atlantis Alpha
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