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Posts posted by OCD2
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18 hours ago, ZanderNao said:
Hmmm, I see what you mean... Some useful codes to test with would be:
CG_draw2d 0 (turns hud off, 1 to turn back on)
CG_thirdpersonrange 120 (normal is 80, this lets you get a different angle and check things)
I'd also suggest spawning NPCs to use as independent tests of the size. If it wasn't based off of source material I'd say it is the perfect size, but I know the ship was big enough for the intruders and droids to bunch up so it might be a bit snug.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.
lpriefer01, DarthValeria, HUM-3154 and 1 other like this -
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.
Reepray, DarthValeria and ZelZel like this -
17 minutes ago, Circa said:
Pretty good episode!
That would be very interesting.
Implementing Dark Troopers would be crazy. I'm excited to see what happens with that. We have to keep our expectations for that low though, especially with Kyle. There's a good chance they won't be using the Kyle Katarn name. I will be shocked if they do, but a lot of this show has shocked me, so who knows.
SpoilerWell they did incorporate things from Knights of the old Republic, in the dragon fight and the pearl.
And they did re-release the jedi academy games this summer on consoles, perhaps to get Kyle Katarns name out to people.
It's a fun thought, I'm not expecting anything, but you never know.
I also have been surprised by a lot of what they put out for content, it's way better than I expected thus far.
Circa likes this -
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.
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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.
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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?
SpoilerLooks like they might be including what looks like Dark Troopers into the Mandalorian season 2 based on the end scene with the mysterious black armor- Is Michael Biehn from the Terminator and Aliens movies going to be Kyle Katarn?
The actor is set to be a guest star in this season, and I would argue he looks like an aged Katarn.
It would be an interesting homage to his role in the Terminator, where he faced ..... overpowered robots bent on destruction and domination..
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First interior cell build and Prisoner GRND.
HUM-3154 and DarthValeria like this -
1 hour ago, AshuraDX said:
Even a minor update is an update and something potentially worth getting feedback on
Keep it up!
Thanks, I was hoping that if I was making a horrible mistake, someone would point it out lol.
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Had a block of time to work on the map today.
Tried focusing on the construction of the cell doors - after several unshown iterations today, its very close and beginning to look symmetrical. The door could possibly a very tiny upsize, or at least a change to the doors bevel width. A texture to contine the wall lines across to the door bevels should give it a nice contiguous look.Excuse all the mostly redundant pictures, this is the first map ill be publishing, and im still excited about the process. In future maps, ill refrain from posting minor updates, and post only when there is something substantial to show.
HUM-3154 and DarthValeria like this -
Lunchtime quick redo of the cell doors.
Its close - probably one more 4 unit slight resizing of the door, a 2 unit move downward, and reoptimizing the frame could wrap up the construction of the cell doors.
ZelZel and DarthValeria like this -
This cell door construction with bevel top is one step closer. I think it could be bumped upwards one unit and the surrounding area could be optimized nicely.
With refined textures (and a new one to fit lines across the bevel(s) surrounding the door), it should clean up pretty well.
DarthValeria likes this -
Tried a few bevels above the cell doors, a simple angled brush and cell door number combo looks best thus far. Doors still need work.
Also, added a shiny floor texture to test. Final floor will have a minor light reflect/envmap.
ZelZel, DarthValeria and Lancelot like this -
The larger concept inward-beveled cell doorframe. I think it needs to be just a unit smaller, though its closer to scale.
The convention of the main hallways is that the upper side walls are beveled along the corridors, and halls/rooms are squared at intersections to other corridors.
The cell door protrudes into the bevel a little at the top, which ill probably "fake" in with a texture on the bevel - as well as bake in the glowing prison cell number into the bevel texture.
After the cell door construction is complete, the rest of the level is mostly variations on a corridor. Cut/Paste/Add a little detail here and there.
Textures and texture variations will be the key to make the map look polished, as well as shaders. I have a graphics tablet on the way - the texturing should become quicker, cleaner and nicer with a better drawing tool.
DarthValeria and ZelZel like this -
Life happens. I have recently been informed of an unexpected long work trip coming soon.
You do what you can, January is not that far off.
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21 hours ago, DarthValeria said:
Beautiful like a woman
It's progressing.
This is still the early build, hopefully will be much better when the layout is set and I refine the textures and shaders!
DarthValeria likes this -
Some resizing, optimizing, texture touch-up, and minor details added. Made a few new cell door constructions, still deciding on the final selection.
Larger update to come soon.
DarthValeria likes this -
Not to much time available for the editor, but had to at least make a small adjustment.
Made the recessed door a size larger. The previous quick mock up was smaller than the existing doors. (Also enlarged the and refit the texture)
The enlarged concave door is on the right in the photo, in contrast to the convex door on the left. It makes a difference in perception, subtle but evokes the source material - though still needs to be re-adjusted/re-done,( and textured).Fixed the leak as well.
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Good well rounded third episode.
SpoilerThe new imperial ship was cool, the action was good, and the various little gags were nice and not over the top.
I do not watch any of the cartoons, but what they did so far with what I understand to be cartoon characters, made a good live action transition.
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First "concave" beveled door construction, flush to the wall and indented like the source depiction. Door on the left side has the first pass concave door construction. (right side is the protruding doorframe)
Clearly a bad construction, causing a leak that is darkening the player model again. But slow stepping towards the correct direction. -
28 minutes ago, Lord Of Hate said:
Will do buddy, glad someone recognizes the potential in Jedi Academy beyond just Star Wars characters. Sorry for my lack of spanish by the way.
That's ok, it looks like its Italian lol.
HUM-3154 and BlindDaThief like this -
32 minutes ago, ZanderNao said:
I have been watching with baited breath. The shaders really brought it to life! You're doing wonderful work! As you refine the door modeling, which I agree seems to be the last piece of the puzzle, will you have one or two of the cells that can open?
Thank you for the compliments!
Yes, I intend for a least one functional cell door and a fully modelled prison cell to be included.
The OP post has all the current plans for the map, and I update it if anything regarding the map changes.
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Lunchtime dabbling with the cell door texture and the lighting.
Found an egregious leak that was ruining the lighting, caused by some decimation of earlier hallway builds. Now the level and player models have lighting and color again.
Currently the build is just 3 short hallways (and a control room), that I have been changing and altering as I build out a form of the main hallways.
The cell door construction is the next/last thing I need/want to build to out closer to the end product.
Once the cell door construction is refined, I should be able to quickly propagate the rest of the map to a testable state.
After that, it will be refining the layout, and ultimately going over all the textures. Having quality textures that highly reflect the source material will be what really "completes" the map.
Its already begun to be "fun" to run through the corridors shooting - if you dont look at the textures too closely lol.
DarthValeria likes this -
Little lunch time light clean-up for the door textures. (not final but better)
Also some random texture touch up.
DarthValeria, ZelZel and Lancelot like this -
Work in progress: New Republic Prison Ship from The Mandalorian
in WIPs, Teasers & Releases
Posted
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.