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ZeroRaven

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Everything posted by ZeroRaven

  1. Funny thing, these are the hi-res remake textures from the abandoned DF2:JK and MotS mods. Atleast as far as I know they were abandoned lmao.
  2. Well been working on DF2_NARLOAD for only around 6 hours total. Currently sitting at 373 brushes, and 9 entities. Got the hallway in game and realised I REALLY need to work on the lighting. I'm trying to work mainly with sourced lighting, so lights from the actual lights lol. May need to tweak it.
  3. @ Glad you approve. I'm trying to make it as accurate to the original level design as I can. That does include (fortunatly/unfortunatly?) textures. Hence the higher res JK-ish textures in the window too. Lol.
  4. After getting bored while tinkering around with some of my other maps, I decided to hook up with a few friends from jkhub.net and load up JK for some MP action. I then realised that the levels were classic for their time, and still would work even in a game like JA. Now I know that some of the MP maps have been done already, infact Nar Shaddaa Loading terminal has been done ATLEAST twice for JO. Of course while they were "accurate" they really WEREN'T! ut I figure why not take a stab at adding my own little artistic flare to these classic maps, and eventually release a pack. I even booted up ZED for the first time in MONTHS to try to get a comparison for sense of scale. Lol. I'll post more pics as work progresses.
  5. @@Circa Been using the pics from the CoD wikia as reference for textures. Also for easy comparison two of the pics there are the same angle (more or less) as my two Radiant shots. Map will be recreated as accuratly as possible. This will include the basement area leading into the bathrooms, which actually is behind that blown open balcony area in the center of the first SC. http://callofduty.wikia.com/wiki/Asylum
  6. Well I couldnt resesit a small teaser. Sorry for the hot pink mess, but thats the wonderfull world of CAULK for ya. Might recognise these two shots. One is the central courtyard area. The other is from the Wehrmacht spawn point looking at the main stairs and porch area. Current map design has 358 brushes. Layout is nearly completed and then I will work on texturing and detailing. My plan is to use nothing but custom textures, which will include a new skybox texture. I'm hoping to make it as close to the source as I can.
  7. Well due to some issues with scale I had to go back and rethink the way the map was built. On the upside though I was able to paste a grid reference overlay in PSP. With the new grid and being able to get a baseline measurement, progress is going MUCH smoother!! Hopefully I'll have the map built in the week and textured in the next two. Sometimes I hate being so ambitious.
  8. Asylums map style will allow for some heavy combat, even in a no force game. I'm planning on putting team and bot support in this one. Just the little work I've done in getting the rough layout for areas has yielded only 162 brushes so far. If the level layout doesnt require TOO many brushes I may go into quite a bit of detail. Window frames, gates etc. Just small details to really POP the map. Ya know?
  9. Been tossing ideas around in my head recently for FFA maps. I was playing CoD:WaW on the PS3 today, and remembered how much I LOVED the asylum map. So much so, that using a set of images I found for it online, I've begun to recreate it in JA. Presently only the Stairs and outer area near the Wermacht spawn point are done, as well as beginning construction on the central courtyard. I'll post pics one I have more then just Caulk to show.
  10. Making notes of all this and posting it on my cork board right next to the SITH engine limitations. Lol. I love pushing boundries on maps.
  11. @@MoonDog @@eezstreet Ok thats very great to know. I'd spent months trying to figure out specific limits on the old Sith engine, which severally limited some of my more ambitious maps. Fortunatly this engine seems better equipped to handle it. Thanks so much for your help. On a further note. My GTK seems a bit discombobulated. When I used to select a brush or a face it would show up with a reddish overlay on it in the 3d window. Now it doesnt. Shows the white brush outline when brush is selected, and wont show me when the face is selected at all. Any thoughts?
  12. Now this may seem like a slightly off question, but does anyone know the engine/map limitations for JA? By this I mean: Total Brush Limit: Entity Limit: (And how many of each entity a map can have) Model Limit: Object Limit: (Lights etc, unless this falls to entity?) Mainly I'm asking because I want to see just how big and expansive I can make a map before it will inevitably crash. Also are the limits different between SP/MP? You guys have been a big help in the past so I appreciate any help I get here.
  13. My only comment is those darned triangle lights. So repetitive. Maybe a little more variety there?
  14. Got bored over the weekend and was rewatching some DF2:JK playthroughs by my friend Gibbagobba on YouTube. Was really enjoying the randomosity of some of my MP levels that he covered, ended up banging out a FFA level in about half an hour. Well basic layout was half an hour lol. Sort of inspired by my infamous "Vertigo" map in JK, and well as pulling inspiration from my glowing level "The Grid", I pulled together FFA_Nova. The level is nearly completed. Only features 4 weapons presently, Repeater, Mines, Thermals, and Rockets, as well as health and shield pickups, all on a completly symetrical map. Also has 32 spawnpoints for high-flying fast paced frag-fest action . Sorry the SC looks so dark
  15. Progress has been slow. Started working on the Lab area where Ripley and Newt are attacked by face huggers. After that will connect it to Operations along with the small interconnecting hallway where Burke gets eaten after locking the others in Ops. Medical will be across the hall as suggested by several movie shots. Since a vast portion of the colony was unseen I do have the pleasure of some artistic license on a vast majority of the map, however I'm ging to try to make the majority as accurate as possible. More SC's as work is progressed.
  16. @@DT85 I did say "3d game world not directly connected to Aliens, Predator, or AvP." Lets face it, everyone would expect there to be an LV-426 level in AvP or A:CM. @@eezstreet For the SITH project I was using the AvP2 Texture pack created for DooM. I've been trying to get better Hi-Res textures, short of ripping them from the game (a major copyright No-No) Here is a shot of the same hallway as viewed in the JK-MotS editor ZED. Just for comparison. If you've ever edited DF2 you know what hassles I faced lol. I was going for a more red, emergency lighting motif then.
  17. It's a WiP. Only issue is finding any good plans/blueprints. I'd love to turn this into a full fledged mod, I have some weapons models that can be used. Even got a Xeno somewhere. Just need some Marines. Also need to figure how to make em climb walls. LOL.
  18. As a huge Alien/Aliens fan (Alien3 and Ressurection were TERRIBLE), I've always loved the ships and bases presented in the movies. I've also always imagined what it would look like in a 3d game world not directly connected to Aliens, Predator, or AvP. Early this year I began recreating LV-426's main colony "Hadley's Hope" in the sith engine for the DF2:JK-MotS expansion. After running into engine limitations, I've begun to rework it into the Quake engine, and have thus far recieved much better results. Only have one main corridor junction completed, but just to give an overall sense of my creation.
  19. Anyone else notice that Dengar, IG-88 and 4LOM all have modified MG-42 Machine Guns? lmao.
  20. SV_pure 0 is supposed to force the engine to run only textures in the textures folder, and not the included textures in the pk3's. As far as i know.
  21. @@Asgarath83 The texture folder is one of the default folders included in JA. Oddly enough I seem to have solved the solution. I'd been running JA and inputtng the SV_PURE 0 Command when testing one of my other maps. While i didnt input that command when I tested this level, I decided to try sv_pure 1, just to see if it would help. Boom textures were no longer tiled. Does sv_pure 0 stay in effect even after the game is closed??
  22. Base folder is: E:\games\Lucasarts\Star Wars - Jedi Academy\GameData\base Currrently running JO/JA off my external. GTK-Radiant is also installed to the E:\ E:\games\GtkRadiant-1.4 q3map2.exe is in the GTKRadiant folder. In the radiant.log it has: default texture scale: 0.25 This is the first time I've had this tilation issue though which is why I'm confused.
  23. I looked through the shaders but i didnt see that perticular line or anything similar. One of the textures is imperial/siding1 if that helps. I can't figure it out.
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