Jump to content

OCD2

Members
  • Posts

    395
  • Joined

  • Last visited

Posts posted by OCD2

  1. I turned the lights on.

    Initial shader bug fix I tried was adding some blue color to the image being blended, thinking that might help - no result.   

    So I looked at the shader file I made.  Noticed it was saved as a .text file in the shader folder.  Thought that may have been the issue.  Found a way to revert it back to a .shader, and ..... nothing... lol.   

    Next I looked into my shader script, and found the texture it referenced at the opening line was incorrect - In trying to revert the .text file earlier, I think I opened an existing .shader file and copy pasted into it, and then renamed it to the new name, forgetting to change/remove that top line.

    That made the blended glow shader work - but of course at first it was the blue light special from my earlier attempt to fix the shader.   (Final picture below)

    And lastly, I returned the textures to a more white tone glow.

     

    I think they need more light intensity, but at least they are in place now and easy to change as I refine all the textures.

     

    Uy3hEgc.jpg

    0G1MIq1.jpg

    ql5W8Tv.jpgiMfFchQ.jpg

    Lancelot and DarthValeria like this
  2. Optimized lanes by removing brushwork that was simulating the indents that run across the sides - replaced with a texture that I made to align with the indents on the columns.    

    It allowed the removal of a large number of brushes, and gave the area a nice consistent look, as well as simulating the lateral indent lines around the cell doors. 

    Not the final texture, but looking pretty close for the first pass.


    Still working on fixing the light shader for the columns.

     

    6AQ42Rf.jpg

    VYoEScg.jpg

    3jqsaMr.jpg

    DarthValeria, ZelZel and z3filus like this
  3. 2 hours ago, NAB622 said:

    Edited my post, sorry, I think I was confused what you were doing. Hopefully I understand it now.

    My quick typing and use of incorrect terminology is likely confusing you lol.

    I attached a photo that might help explain what im attempting to do with the texture.

    Blue Area:  In the map im creating, I have brushwork columns that I would like to keep as they are structurally. 

    Yellow Area:  On walls that meet up to those columns, currently I have placed long brushes to "connect" to the segmented column.   I was hoping to eliminate those long grey brushes currently in place, and make a simple texture that has two drawn lines to simulate the indentes brushes.   I thought it would help optimize the geometry.

    Green Area:  Where I would like to have a texture that meets up with the lines of the brushwork , hopefully giving the effect of being seamless, but less work for the game engine.

     

    DNMScBl.jpg

  4. 2 hours ago, NAB622 said:

    I think the best you can do in Radiant is to use the natural setting on your patch, and then align the textures on the brushwork to match. You might have some luck aligning the textures with ctrl/shift/alt + arrow keys, but that's about the best I can think of.

    Alternatively, you could manually do the math for the texture coordinates to the S & T coordinates and plug then into the patch inspector manually, but that's a lot of work.

     

     

    What is S & T?     I wouldnt mind trying the math/long way, at least once.  I just do not know the equation (s).

    I had no luck finding any texturing guides.  

  5. Hello,


    I'm attempting some custom textures.   

    What I would like to achieve is to have the pixels of my "drawn" pipe texture on a wall line up with a pipe that is made of actual brushwork,   so they look contiguous.

    How do you line up textures to meet with structural brushes?    Is there a pixel/gtkradiant block ratio that you can use to help align your textures to brush made structures?  

    Jy8KWOO.png

  6. Less enthused with today's episode.  It was okay, though seemed mostly filler due to the presentation.

    Spoiler

    The inclusion of a marvel ant-man ant as an alien was a bit cheese,  and the frog quest so far also was a bit predictable.  I called out most of the scenes before they happened.

    Also, for mando to be absolved of his involvement of the prison break was too quick.  Justice for Davan!

    Also, baby yoda eats babies.

     

     

  7.  

    Lunchtime texture upgrade / brush cleanup.

    Removed placeholder excessive brush & texture combo that was littering the hall wastefully.

    New texture for the cell door panels, and a new panel texture for the pillars in the small corridors with no jail cells.   

    Not final product, the shape is wrong, but its closer to the source and easier to replace with the final texture when it comes time. 

    seqFr89.jpg

     

    jZkURyA.png

     

    RHNFE3M.jpg

    P1KJK4q.jpg

     

    6aZEqsG.jpg

     

     

     

    HUM-3154 and DarthValeria like this
  8. 3 hours ago, JohnPraduitorul said:

     

    i think he looks badass without helmet too.

    if someone can make his kit...spacer.png

    I think he is mainly in a tattered black robe with tusken raider gear.    Though a modeller might need more photos of him for details,  I'm sure he will show up more in the season. 

    Could be a nice addition to the mando themed contest that will run next.

    A potential future map I was considering is the "monster" fight scene right before him showing up.     Mainly for fun,  a 1v32 mode would be included.

    HUM-3154 and JohnPraduitorul like this
  9. Had a little time to work, so started scaling down the length between the support columns in the hallways.   

    I may check my math tomorrow, though its looking close.

    Picture is just to help visualize,  cells here set at 3 x 3, then a small corridor, repeated once.     Actual layout not set. 

    I did not scale the placeholder cell doors, so they may be altering the perspective.  The scaling down also highlighted how off center my MS paint overhead light panel texture was made!  It's probably skewing the perspective.

    Player model is dark now, maybe something to due with the density of light entities currently in the hallway.   Maybe it will rectify when the lighting shader textures are set and some of the light entities are removed?

    Also cleaned up the arena and siege file.

    wqqzIfV.jpg

    koBHjJ8.jpg

    hLutF7E.jpgko2rLj4.jpg

     

    ZelZel, HUM-3154, tinny and 3 others like this
  10. 19 hours ago, Noodle said:

    If you have more reference pics laying around, please do post them since it makes a modeler's work much easier. 

    How about a whole video detailing the droids?

     

    Also highlights the Type 2 droid, which they say was based of the R1 model from a New Hope.  Perhaps a modeler could make a 2 models for the price of one - both the Episode 4 and Mandalorian version are very similar. 

    HUM-3154 likes this
  11. 4 hours ago, ZanderNao said:

    Given that there's a prison ship map in the works, this would make a good companion piece for sure.
    The picture for your kitbash idea is a good texture match, but I haven't seen a model with those colors. Just the grey version of HK?
    Still, a very good idea over all!

    I'm not certain that color HK model exists - it just happened to show up when I was searching for images of the Security Droid.   

    I believe someone was making the comparison between the two models, or indicating they were produced by the same manufacturer.

     

  12. Thank you!

    I was hoping that showing my commitment would serve to get feedback on my progress, tips on what I could do better, and maybe inspire others to try modding or mapping.

    Im a very creative person, and willing to put in the work - though I will definitely still need support in certain aspects of developing my idea.   (Namely scripting and shader work)

    I've had a lot of assistance from people in the community already as im learning and I really appreciate the help, as well as the constructive and motivational posts.

  13. On 10/31/2020 at 11:38 AM, Circa said:

    Okay, so first episode of Season 2 was extremely good. Spoilers:

      Reveal hidden contents

    The KOTOR references were so well done. Not only was the krayt dragon amazing looking (one thing KOTOR got wrong, imo, since it's based on the skeleton we see in ANH), but the way they went about taking it down was very similar. Communicating with the Tuskens was awesome as well, something we've never seen much of in any medium, but in KOTOR you use HK-47 to translate, but Mando straight up learned their language directly.

    The best nod to KOTOR though was the Krayt Dragon pearl that they removed from the corpse. I got so happy at that point. ? 

    Involving Cobb Vanth was really cool and kind of expected. I was worried that Mando would see he's a good man and let him keep Boba's armor but was relieved that they didn't do that.

    Then of course, that last shot, the one we've all been wanting since hearing about this show. Boba himself is confirmed alive. I hooped and hollered at the TV and the people I watched with had no idea what I was on about. They didn't really recognize him, so we had to back it up and they were OH WOW IT REALLY IS HIM.

    So excited for this season.

    It was a very fun episode.   

    Spoiler

    The whole puke dragon fight reminiscent of Game of Thrones (which Pedro Pascal was on) was great.  They even included the ballista's.

    Im highly certain Cobb Vanth will show up again.   He may be gifted some sort of armor from Din, after he finds out Boba Fetts armor is not beskar.   Or come back later for reinforcement in a later flight.

    And the acid damaged eyebrow-less Boba was intriguing, I'm glad he was not fully as he was when he went into the sarlac.   

     

  14. 7 hours ago, Noodle said:

    I've outlined with red some things you need to add for it to be more like in the show.

    YGjaV8I.jpg 

    The structural support needs to have 2  square lights, one below and one on top. There's also a pair of rectangular light sources on top of the structure that your map is missing. 

    The control panels on the pilllars aren't as wide as the pillar itself, trim it on the sides. 

    Also, the light source on the roof isn't like the one you're doing on your map. You can change the texture on the sides to repeat more times so it looks closer to the show and change the one in the middle to be closer to the one in the reference picture. 

     

    Hope it helps!

    Yes, thank you for pointing those out.

    The console panels will become "embedded" as pillar textures.  They are currently all extra brushes slapped on the columns just for me to help visualize the end product.

    I plan on making or remaking all of those textures you pointed out,  replacing my current fancy microsoft paint placeholder textures.

    Still working on scale and layout, making a few hallways visually match the scenes in the show, and remaking the control center to scale.

     

  15. 16 hours ago, Lancelot said:

    This map is awesome. It's also from one of my favourite episodes!

    It has the potential to be far more than just a FFA map. I see it as a map that gives you a certain mission, which requires stealth and tactics, just like in the show. It would be a shame if it becomes like one of those exclusive Moviebattles II maps in which the players are aimlessly shooting through the hallways.

     

    Once it's staged out, there are plenty of options for gameplay - multiplayer obj, multiplayer ffa, single player, roleplay.  

    That's partly why I'm so enthusiastic about the project -   there is a lot of potential utility to the map.   

    I hope my idea of the "security system" plays out well.  I think I have a good idea now on how to make it give the feeling of having to play stealthy and avoid the "cameras" to win.

    I think it's a great springboard project to learn all the aspects of developing a complete well rounded map/mod.

    When I'm done, I should have the skillset to be able to put out a series of maps at a good pace    I have a ton of ideas, and I'm really enjoying the creative process.

     

    Lancelot likes this
  16. Quick lunchtime geometry update.

    Brought the hallways more inline with the source material,  resized the door control pads, added a small detail to the lighting/camera panel concept texture and made a quick pillar texture.

    The width of the hallway definitely needs to be slimmed down, (as advised thanks!) which will be the next update.

    XQHjEZl.jpg

    man+0106+11.png

×
×
  • Create New...