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Szico VII

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Everything posted by Szico VII

  1. Looking through those screens I am very impressed how you have updated the original map but improved the architecture and design - very nice work, I am looking forward to it! A lot of the textures look flat and basic yet the use on different brushes with the lighting makes it all look right - I hope ingame it is just as good!
  2. Version (v0.1)

    371 downloads

    Unfinished project - released as is for learning and development purposes Was going to optimise for rend2 but found most recent builds buggy and unworkable. ///////////////////////////////////////////////// // // Bioshock // The Church of Our Lord // ==================== // by Szico VII // 24th Aug 2017 // /////////////////////////////////////////////// MAPPED BY Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com AIM: Szico VII http://www.jkhub.org Bioshock - The Church of Our Lord (Alpha v0.1) ======================= New Textures: Yes New Sounds: Yes New Models: Yes New Scripts: No Bot Routing: No Gametypes: FFA, TFFA Brush Count (inc. ASE models and patches): --- Entity Count: --- Active Build Time: 1 months Compile Time: 1mins ============================================================================================== Map Installation : Unzip the contents of the zip (Bioshock - The Church of our Lord.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! /devmap bioshock_basilica to run (EDITORS ONLY:) Source Files: --- ============================================================================================== ///////////////// // Features: // ///////////////// --- -Credits- Nil (All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.) Known Bugs: ============ - Caustic effect clips with flags in newer OpenJK builds ==================================== Afterword: ==================================== Unfinished project - released as is for learning and development purposes Was going to optimise for rend2 but found most recent builds buggy and unworkable - some residual effects included if you can get it to work however --------------------------------------------------------------------------------- IMPORTANT!!!! --------------------------------------------------------------------------------- SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED! This includes: - Textures - Model textures/shaders - The Map itself (You can however use them for learning purposes, or get my permission if you want to publish edited files I have nothing against you editing these files for your own progress. If you want to use any of these, ask me first! You can however, use freely, and without my permission: - Original models, but not the new skins/textures. - Shaders - Scripts ================================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS. ================================================================================== ~Szico VII~
  3. Someone on Steam reminded me of this and found it on old hard drive - so I have submitted what I had finished as an unfinished file to JKHub. I found that I cant get rend2 to work (Xycaleths latest buildbot) with OpenJk without it a)crashing b)not working or c) breaking fog and other effects so there's no rend2 support for it unfortunately. Source files included
  4. Version (v0.6)

    890 downloads

    Unfinished project - released as is for learning and development purposes Was going to optimise for rend2 but found most recent builds buggy and unworkable. ///////////////////////////////////////// Moonbase Labs ==================== by Szico VII 24th Aug 2017 ///////////////////////////////////////// MAPPED BY Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com AIM: Szico VII http://www.jkhub.org Moonbase Labs - Beta (v0.6) ======================= New Textures: Yes New Sounds: Yes New Models: Yes New Scripts: No Bot Routing: No Gametypes: FFA, TFFA Brush Count (inc. ASE models and patches): --- Entity Count: --- Active Build Time: 3 months Compile Time: 5mins ============================================================================================== Map Installation : Unzip the contents of the zip (Moonbase Labs v0.6.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! (EDITORS ONLY:) Source Files: INCLUDED ============================================================================================== ///////////////// // Features: // ///////////////// --- -Credits- AshuraDX - Skybox, ASE Model Optimisations. mrwonko - Motion scripting for fx_runners. freesound.org - For various sound effects Patrick Haslow - Varied textures. Special Mentions: ================ Ashura DX - Barrel models and NPC creation, effect file modifications, animations. --- (All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.) BETA TESTERS: -------------- Crimson Strife AshuraDX SecretApprentice Known Bugs: ============ - Some movement issues with the trams ==================================== Afterword: ==================================== Unfinished project - released as is for learning and development purposes Was going to optimise for rend2 but found most recent builds buggy and unworkable --------------------------------------------------------------------------------- IMPORTANT!!!! --------------------------------------------------------------------------------- SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED! This includes: - Textures - Model textures/shaders - The Map itself (You can however use them for learning purposes, or get my permission if you want to publish edited files I have nothing against you editing these files for your own progress. If you want to use any of these, ask me first! You can however, use freely, and without my permission: - Original models, but not the new skins/textures. - Shaders - Scripts ================================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS. ================================================================================== ~Szico VII~
  5. Well thats just plain old reflection isnt it?
  6. Yeah here it is - played with r_hdr 1 and r_parallaxmapping 1. You can remove the effect lighting (fx_runners) and recompile if you wish). Everything else is entity lit. http://www.filedropper.com/theedgecorridoralphav01
  7. @@Xycaleth - Map is finished, if it has what you need for testing. Yeah, isn't that called subsurface scattering? http://www.youtube.com/watch?v=Jaqqwk2UaC0
  8. Well the ladder shadow and the grate shadow do have "fake" shadows made with textures and alpha maps (easily removed). But dear god - using dynamic lights adds SO much - i didn't think the spec of bump maps were actually doing much until put lightsaber near them! I faked more with effect (fx_runners) but does lag the framerate
  9. No, never have - this is just using photoshop
  10. Okay I just erased the old openjk.vfg and problem was fixed. Started making something
  11. I tried the newest rend2 yesterday and it made all the lighting incredibly grainy - didnt look at all the same as when I last used it
  12. Yeah, what do you want in it? And how big? Any structures or just a room?
  13. I suspect it was a problem with q3map2 not being able to keep all the calculations in its memory properly
  14. I wonder if that lightmap compilation issue is fixed? (The one where if you had a lot of lighting and used complicated things like -samples 3 and low _lightmapscales the whole map would come out borked from a lighting view with odd shaders everywhere)
  15. Yes but only used shader lighting I meant I can make a small one quickly with entity lighting for a testbed https://www.youtube.com/watch?v=2f6YDYPkVHU The two statues at 1:00 (either side) and the big guy at 1:42 (in md3) And the angel things in the screenshot
  16. On the WIP shelf along with moonbase I needed a model (statue) to continue with the bioshock one and couldnt find an appropriate one alas
  17. * Limits are much, much, higher. You can now make gigantic maps that are highly detailed at the same time Would you be able to elaborate? Might try this for compiling some of my WIPs
  18. IF you still need an appropriate map Xy, I can do one for you
  19. Ah okay. Not a fan of the new theme....well, mostly that background image far too clashing
  20. A whiole ago I was hoping someone could point me in the direction of getting q3map2 to work with MOHAA - ydnar stated on his website "in a whirlwind weekend at EA I added support for MOHBT" but Ive never figured out how to use q3map2 for MOHAA maps. - LINK: http://nonasthmatically2.rssing.com/chan-1130926/latest.php I also despised MOH radiant compared with GTK radiant lol
  21. @@Major_A YES. I tried to get bluicenightfall (i.e verschneit remake) into mohaa but didn't get far https://jkhub.org/files/file/1315-blueice-nightfall/#
  22. I'm downloading it it simply cause I can see one of my maps in the screens. Sue me
  23. You could have an overlay texture as part of the shader with cull twosided and q3map_alphashadow, if youre not worried about extra rendering passes.
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