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OCD2

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Posts posted by OCD2

  1. Mostly some optimizing today.   

    Removed a huge swath of over 600 brushes,  replacing some with textures and rebuilding some with more efficient brushwork. 

    Made a panel texture variant and placed some textures in conventions shown in the episode.

    (cell door numbers became integrated into the bevel as a new texture combo and columns brush count were reduced respectively)   

    Photos below.

    More optimization and build out still to come.

     

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    I'm having a bit of a time reconciling the map layout.    Looking at the shows depictions of a schematic, and then how the show actually depicts the interior of the ship, it seems like there is some discrepancy in execution.

    Ill include some photos later, showing the differences in the shows "map"  vs how it was actually portrayed with the physical set.   

    The short of it is, they seemed to have made ~ 2 different small hallway practical sets,and then reused them in different camera angles to make it look more expansive.    As well as they made use of some cgi "sets" that added another layer of how its not necessarily a cohesive design on the show.

  2. 2 hours ago, dan992 said:

    what do you want with super heroes in  a star wars game? wtf


    The great thing about this game, is that with some effort, you can mod it into almost anything else.

    Being a jedi/hero game, you already have in place many "supernatural" powers that you could apply to characters from other movies/books/comics.

    So for example, you could take a superhero character like Thor, give him sith lightning and let him throw his hammer.

    If you wanted to go all out, you could make an entire level based off a comic or a movie, and build out the characters with their respective abilities.

    And some people just like playing as an out of place character on their own screen, for fun.   

    It may not be for you, and that's okay.   

  3. Couple more photos of different aspects of the concept:

    The middle point for both teams, showing the command center and secured hanger bay.  There are panels that operate a bridge between the two sides for quicker passage.  The processing center fan rotates like its airing out drug residue.

    Spoiler

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    The other perspective of the middle point.   Shows the maintenance elevator.

    Spoiler

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    The lower level of the middle point.  Shows refining area.

    Spoiler

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    A glimpse at the corroded cargo elevators at each teams spawn.

    Spoiler

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    Spoiler

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    ooeJack, DarthValeria and Peprykus like this
  4. 7 hours ago, Plague-Angel said:

    Just a small update really.

    Started working on the interior of the Crest. Just a basic fleshing out really, the chairs in the cockpit will be replaced with ones similar to the show and old Solo wont be in the block at the end.

     

    https://photos.app.goo.gl/9MwiT8Z2uYKtZRSEA

     

    https://photos.app.goo.gl/A6PKqDCAF25QFEL9A

     

    https://photos.app.goo.gl/UdPomCK4kw1ux1nf9

     

    https://photos.app.goo.gl/VB6prmwos7Ev6SpG9


    Looking good.

    But how did they fit 3 Blurrg in there?  ?

    Jolly and BlindDaThief like this
  5. On 12/1/2020 at 5:36 PM, Coolin said:

    This map like the republic prison, has the potential of me rtving to then very often, really good work there

    Thank you for the encouragement - it has a long way to go.

    I will probably remake it at some point, smaller and in more detail.

  6. I present to you Spice Runner.

    Intended to be a medium/smaller scale map  -  though it morphed into one of the first larger scale maps I made lol.   

    It is an mb2 objective based map, set in an underworld gangsters illegal spice mining operation,  taking place on a mineral dense asteroid.   

    Theme of the level would be "caustic", with influences from the movie Solo and its depiction of Kessel, as well as the show Breaking Bad (starring Moff Gideon).      Would include custom models, textures and shaders.

    The red team has landed in the makeshift hanger bay.    They must infiltrate the processing facility, and retrieve and return a camtono of spice back to their ship.   Secondary obj is to destroy the processing center, for some extra benefit/small map change that opens up a lane.   Optional obj is to infiltrate the enemy base, which contains computers that can be hacked to benefit the red team/open up a part of the map.

    The blue team is to defend the refined spice camtonos and processing center, while preventing the enemy from escaping.  Secondary obj is to defend the base,  the base having some controls that allow the blue team to activate beneficial things on the map, the controls can be hacked by the red team to benefit the red team.

    Just to preface, this map is not complete or detailed and is not currently in development, rather just a concept I made awhile back that I'm sharing.    I do like the idea, and I plan to take it back up at a later date.   Plan on taking some of the concept aspects and cutting them down in size, and rebuilding to a new layout and design that already has a solid concept waiting to be built.

     

    Some photos of the alpha concept build below:

     

    Red team begins in a hanger with a freight elevator and two side exits to chose from as paths.   Hilarious Dollar Store Razor Crest-ese Flying Toaster ship docked in the bay.

    Spoiler

     

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    Blue team starts in a command center with a freight elevator to the mine and 2 doors to choose from as paths.  Upper level of the command center has a lookout tower and a meeting room filled with all sorts of trophies, one funnily enough being a metal spear that I made before the last episode of the Mandalorian- maybe this is one of her other businesses...

    Spoiler

     

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    DarthValeria, Jeff, ooeJack and 1 other like this
  7. 1 hour ago, Plague-Angel said:

    Hey,

    I haven't got my reading brain on properly at the moment so I don't know if you've sorted it or it has been answered so sorry if this is redundant.

    About your players getting through doors... those player bounding boxes are annoying eh?! I've hit this problem a lot, even when it looks like two players side by side could fit through/under an open door! One thing you could try perhaps is to make the frame non solid through shaders or making them models and then just clip brush around them leaving the adequate room for your guy to get in.

    Hope that helps

    I still have yet to try any fixes, your reading brain is working right lol.

    Thank you for the suggestions, those are things I did not think about as solutions.

  8. 37 minutes ago, ZeroRaven said:

    @fullkevlar next time you test the map, try the walking up to it and tapping crouch. With only a 5unit gap at the ledge, it shouldn't be that big a difference. The crouch tap also worked at 64 units with an 8 unit ledge, but didn't at 48 units.

    Thank you, I'll try your suggestion.  

    Currently the cell construction is detached from when I last resized the working map area.

    Though prior to that I did try rolling, crouch jumping and etc.  With no luck at getting the character through the doorframe.

    An NPC could be spawned in the cell no problem.

    I'll reattach the cell to a doorframe and try what you suggested next time I can work on the map.

  9. 12 hours ago, ZeroRaven said:

    So, I'm not sure if you're strictly going with visual comparisons for scale, but if you need measurements, Bill Burr is 5'10" and Pascal is 5'11". Both actors appear to come up to roughly 2/3 the height of the corridor right?
    Typically (atleast in the old JK games, I used 1jku as 1 meter since the Kyle model was roughly 1.87 meters) so if we assume that the player models in JA follow that same scale, 1.87 meters,  then the scale would be roughly 96 units from floor to ceiling?

    Your POV camera between the 1st and 3rd person is in a different location. 1st appears to be below the head height and 3rd is obviously above. Personally I prefer sticking with 1st person perspective for scale testings, only using 3rd or additional models (kyle player reference works well here) to actually check the height scale.

    As for your door, I've done a crouch test myself and I've found that on a standard 64-8subdivision the height for crouch was 56units. this was from floor to ceiling, and add an 8unit "ledge" that i walked up to, tapped crouch and ducked right in. So unless its additional collision from your door model then 72 should be enough clearance to enter. Not sure if the same physics applies to cylindrical entries, but try walking up to the door way, and tapping crouch as you "walk into" the doorway.
    How high is the door ledge off the floor?

    I considered the height of the actors, and then decided to go off of the standard 65 unit height for a player model to determine scale.  (and then measured the character in the photo, and subsequently went through and measured all the geometry, did the math and scaled it to map units accordingly)

    Good eye - currently floor to ceiling height is 96 units.

    I did try to make an invisible no draw ledge leading up to the door frame, but it did not work.   I suspect I made the doorway sloppily, it was a bit rushed - or as I like to say its first iteration lol. 

    I also did not truly scale the doors yet, though I will be doing so, which I think should enlarge the doorframe slightly.       

    I just checked, and currently the doors at 5 units up from the floor brush.

  10. 14 hours ago, Midtaurus said:

    I think the best choice is in tatooine repair bay, you already have many maps with examples of that kind of landing pad, and it is self-contained enough...

    To be a great contender in the mod contest, you should seek for a innovation (eg. small map like mos krettle landing pad concept with Tatooine RPG space traveling concept)

    MTFBWY

    I agree with the Tatooine hanger suggestion.

    It's an encapsulated environment, so easier to translate to a map.   

    And it's also been featured several times in the show, and probably will continue to be a setting as the show continues on.

    Though do whichever one you enjoy, it's your map and working on something you like makes the process more enjoyable.

  11. Good stuff today.

    New planet, Laser shotgun, Baby grogu.

    I think luke might be making an appearance at some point, which would be interesting.  Probably season 3, to not detract from the other characters being brought in this far.

    Also, I'm glad they gave Pedro back his spear from Game of Thrones.  Now all he needs is a hulking enemy to face in one on one combat... Lucky his helmet might be crush proof.

    Funny thing, one of the first maps I built I was a spice mine map that includes a warlord/magistrates lair, housing a spear on display.(amount other things). 

     

    Circa likes this
  12. 4 hours ago, Noodle said:

    So far you've done a great job, quite impressive really! I wouldn't advice you to change the scale, given that you're pretty close to the original reference. Making it a cramped space will add to the complexity of the map in MBII in my opinion. 

    Thank you for the feedback.

    One thing that is readily apparent if I keep everything to scale - will have to come up with a way to clip around the base of the pillars to help prevent players sticking to the columns in the smaller corridors.

    DarthValeria likes this
  13. 15 hours ago, Reepray said:

    Hello there.

    If you feel like playermodels are too dark on some places, or everywhere, you could try adding lightJunior entities.

      Hide contents

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    Though we may need a more experienced mapper to confirm if too many lightJunior entities have any hit on performance.

    I've used 5 of them, with nonlinear falloff, on my World Between Worlds map to light up playermodels, since the map had no need for normal light entities except for the Sith altar room, and they've done a perfect job without any issues on performance.

    It could be worth a shot.

    I still have to refine all of the textures and shaders, everything is currently placeholder work in progress.   I do not think my light shaders are working properly, I have yet to sit down and fully bug fix them.   

    Also, I only did a test compile, so the lighting wasn't the best.  Here are a few shots with a more thorough compile.    Better, but still needs to be refined.   

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  14. I put in a few hours today building the test layout for an alpha/beta test.   Its built to a near testable state.

    But then I tried to increase light from the column shaders and I broke the shader.   And of course, the backup I saved ended up being just a copy of the broken shader...  ooops.

    I'll have to bug fix at a later time, I need a break lol.      

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    DarthValeria likes this
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