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OCD2

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Everything posted by OCD2

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Added the missing floor details throughout the level, and messing around with lighting conventions depicted on the episode. In the show, intersecting hallways have a cross bar, and two light panels. First iteration.
  6. 404 the url is not found on that server error message on your link.
  7. You're pretty much obligated.
  8. 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).
  9. Im sure a ton of people will appreciate this work. Its very good and looks like you went above and beyond.
  10. Realized that I missed a few of the detail pieces when I built out the pending beta test layout. Bottom trim around edges of some of the main lanes and all of the small corridors, and the beveling on the tops of the smaller corridors.
  11. 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.
  12. 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.
  13. This is where the fun begins!
  14. Cant stop mapping today, had a long block of time and motivation. Fixed a leak, added light to the rest of the map - now it uniformly lit and you can see player models with some color! Still have to work on the light shaders further, which will most likely be another day.
  15. Refusing to let GTKradiant beat me, I remade the shader, and added some entity lights to take a few photos of the beta layout. It is about almost 1/3 of the size of the layout of the complete map. Now I will take a break! Lighting to be addressed and cleaning up the construction that was done today will come soon.
  16. 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.
  17. Thank you for the suggestion, that's a feature I have not used yet, and it may be worth a try.
  18. Well that was the photo I used to measure scale in a photo editing program lol. I'll likely keep it as it stands for now, and focus on the cell door geometry and build out a mini version of the map to test.
  19. Here are a few photos in those parameters. You can fit 3-4 people across, which is what they showed in the source. I believe at one time there are 3-4 battle droids approaching in formation. Im not opposed to enlarging it to some degree, after some feedback and possibly before a beta test, if it could help gameplay.
  20. Working on the map today, and approaching the point where I would like to beta test the basic layouts before proceeding to build out the rest of the map. Besides finalizing the geometry and connecting the corridors properly, the one thing that I think may need to be addressed is the scale. I used a set picture that included a person to set a scale factor and measured out the geometry pieces to scale. In 1st person it looks close to the source, though in 3rd person it appears a bit cramped - though the sizes are fairly close from the photo source. Im wondering if the columns and ceiling height need to be larger, to accommodate a better 3rd person point of view.
  21. Prefer JKA jumping, It gives you more control/feels more responsive. Edit: That's not to say I would not try a fun charge jump mod, it could be fun in the right setting.
  22. Textured the bevels around the cell doors to match to the wall texture "seamlessly". Also worked on resizing the doors. Went to far! It will have to be redone. Even though the door is now larger, the player model cannot fit through the door - the door space is 76 units in diameter. Still troubleshooting why I cannot move the player model through even when crouching.
  23. Todays episode was pretty good. It had me wondering, are they adding things from Dark Forces, Jedi Outcast and Jedi Academy? Is Michael Biehn Kyle Katarn?
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