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OCD2

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Posts posted by OCD2

  1. On 10/30/2020 at 8:28 AM, Noodle said:

    So far it seems that your map is too broad in comparisson to the source. Try to make the passages a bit more narrow and it'd both be more intense for gunfights and accurate to the source material. 

    Thank you, that's exactly the criticism and guidance I need.   Much appreciated.

    Last week I was rewatching the show before the new season starts,  saw this episode and realized that it was set in a perfect quake map layout!    I actually made the concepted corridors the same day I had the idea, and mostly from memory.       

    I've found some amazing reference since then in some set photos, and diagrams that are highly detailed, which should be very helpful!

    I'm a newer player and modder.   I have been working with the sdk for a few months in my spare time,  Ive read the manuals (gtk,shader,scripting) and worked though a good number of tutorials.   I can build and use the different aspects of the sdk, though I still sometimes have rudimentary questions,  and I do appreciate any help / advice / tips / and or jokes about the visuals or something I've created that could be improved.    

    I've been using using the thread as a sort of white board to concept ideas,   just letting the ideas flow, and then trying to select the better ideas and reeling back to an achievable goal.   

    The thought process for the hallways to was maybe have them a bit larger to potentially accommodate a 32 player bloodbath lol, make sure there is some form of cover, and that all classes and an npc could navigate the map without too many sticking points.     Though I'm certainly open to resizing as I reiterate the map, to keep it closer to the source material.

    I'm enthusiastic about following through with the map to a full featured end product that I can say I created, and hopefully at least a few people are happy to try out.

    On 10/30/2020 at 8:33 AM, Circa said:

    I was about to say the same thing. The reference shot above compared to the picture above it shows the scale is way off. Mando looks tiny in the game compared to the shot from the show.

    This looks really good though, keep it up!

    Agreed, see above!   Thank you for the critique and encouragement!

  2. More minor updates for the night before Season 2.

     

    Added concepted cell number texture above the doors, and added more texture detail to the door texture concept.

    spacer.png

    Remade and lowered cell door bevels.   They are wrong still, but this is where I stopped.   I looked at some reference material,  realized the construction of the door frame is actually recessed, which will make it easier to make and get a cleaner looking doorway using recessed cylinders.   As well as clean up the hallway of potential sticking points.

    4m2W88D.jpg

    Added some concept bevels at the top of the hallways that I did not notice in the show originally.    Its subtle,  though there is an angle at the top of the hallway corner.

    vYHKXgn.jpg

    Added this little jawa-vacuum looking detail that was shown outside the control room.

    X7Q0Duf.jpgjEzpBjW.jpg

     

     

    Kindergarten geometry to be cleaned up this weekend when I have a stretch of free time.  Should go from impressionist painting version to a more accurate representation.

    HUM-3154, DarthValeria and ZelZel like this
  3. 4 hours ago, Ramikad said:

    Cutscene isn't really the proper term in this case - the ones you mentioned are very simply scripted sequences, that can happen either during intermission (at the end of the game, for example) or at any time during gameplay. It's all a matter of scripting them and running the script in-game whenever you want.

    You can also attach .ase models to func_static, so you're not limited to .md3 for that sort of scripting. I think even .obj could work, at least I know Radiant can load them. So simply creating .ase models and attaching them to movable func_static (always remember a system/origin brush!) is the easiest way to achieve what you want.

    You've really been instrumental in keeping me moving forward the past few months while I'm learning the software,  shaders and scripting.    

    Thank you for all of the succinct answers.      I have a better idea now how to proceed.



     

     

    Ramikad likes this
  4. 8 hours ago, mrwonko said:

    MP has no support for cutscenes. You can make things fly around, but you can't take the camera away from the players, they'll remain in control, as far as I know.

    Why go through the trouble of making an ASE out of brushes instead of simply making the brushes the func_static and moving them directly? But if you do want to use ASE, I think you can target a misc_model to a func_static to attach it, in which case you don't need to convert it to md3.

    Im highly sleep deprived at the moment, so bear with me.   

    Maybe cutscene is the wrong term.   I've seen multi player levels that begin with a short intro "movie",  so I know that it is somehow achievable.   The map republic cruiser for example has a short intro movie that plays during the countdown to a match starting.   Its a ship flying and landing, which is precisely what inspired me and what I was hoping to reproduce in my own map.   

    Also,  the map lunar base has a cutscene that plays at the end of a match - rebels being executed if they lose, rebel ship flying away if they win.

    As far as why I was intending making the ASE out of brushes, and then converting to an MD3 -     Eventually I will delve into 3d modelling, but its not in my immediate plans.      My (sleep deprived) researching indicated that using an MD3 was the only way to use func_static and move a model for making cutscenes.    

    Though if what you wrote is possible,  I should be able to make my "model" via brushes,  make it a func_static and then make my "movie" - without having to jump through all the hoops of figuring out conversion from ASE to MD3 or trying to learn 3d modelling.     

    Thank you.

     

     

  5. Im hoping to make a "simple" brief few second cutscene for a map -  a ship flying and landing.

    Was wondering if there is a reliable working option for making an ASE "model", and converting it to a MD3 format.         

    I have absolutely no modeling program experience, and want to use a gtk radiant created ASE model to use it as a func_static to move/animate it for the cutscene when a map loads.

    Will the SP cutscene tutorials apply for multiplayer maps?

     

  6. 22 hours ago, Noodle said:

    Given that the mandalorian is starting this week, perhaps we could do a Mando themed contest? Also, maybe 2 months to work would be better for a deadline, given that even I was almost not able to submit my file at the deadline due to a lack of time to polish. 

    Yes.

     

    I approve of a mando contest.  It would be great timing to have the contest running while the season is airing.   And to have a series of related content produced would be amazing.

     

    I may or may not be bias, since I'm starting what I hope to be a series of mando themed maps leading to a mando map pack.

  7. Thought of a potential fair and competitive way to implement the locking door system.

    After the npc has been activated, there will be "hotspots" activated in each room - triggers simulating a surveillance system camera.    It will be made clear where the hotspot zones are located.

    If the attacking team players step in a hotspot trigger, it closes all doors but one in the room and the lighting goes red.  All on a timer, you can wait it out or reroute.

    I think that emulates the show fairly well, allows for more competitive play,  is reasonable to achieve, and is interactive and more fun.

  8. Not much extra time for today, so very minor additions.   

    Small lighting change, npc files for models strictly to stage scenes from the show to photo as I build the map out, and a little editing of the .siege file.


    And a few chairs.

     

    Also concepting dialing back the complexity of the security system.   

    Current thought is that attackers entering the control room obj will globally trigger the strobed/(blinking) hallway lights.    

    Then if and when the attackers engage the npc (2nd obj), it triggers the red alert lighting, but under certain conditions.   Current thought is to have the red lighting only trigger in rooms where the main lane door has been closed off, and red lighting only on during the time the door is locked.  That way it's not a potential annoyance/troll being activated manually, or having entire rounds playing out in red lighting.

    Still determining a reasonable way to implement the locking door system, may be simply on a timer and swap from lane to lane after the timer completes.   

    spacer.png

     

  9. 1 hour ago, Circa said:

    Would really love to see it completed and released anyway, that sounds really cool. Or save it for next year's contest!

    We will also have more contests throughout the year you can submit that to. Next one will probably be Star Wars-only themed.

    Its not much to see, but here was the stopping point.

    spacer.png   

     

    spacer.png

     

    I knew I did not have enough time to complete it so work was halted.   Next year, or after a few Mandalorian projects!

  10. Here is the prison ships overhead layout shown in the episode,  which I hope to follow closely.  If I can get a high res screen I will try to use it as the minimap as an easter egg.  (terrible resolution phone camera shots taken will working out and watching the show for reference!)

    The top image shows the three large parallel lanes,  with what looks like nine smaller lanes that interconnect those main three lanes.   

    The second photo shows the banks of prison cells in the area directly before the control center.  The side of each lane has 4 parallel cells, and the end seems to have a 5th smaller cell placed perpendicular in the connective corridors.

    Its a relatively simplistic layout, so my focus in the end will be on making custom textures that match the images from the show closely/as close as possible.

     

     

    spacer.png

     

     

    T7IKmmW.jpg

  11. 11 hours ago, Rooxon said:

    A shame, I forgot/didn't have time for the contest this year. I'll be joining the next one!

    Same.

    I had a partial build of a "Sith Cult" started, but the beginning of the month was a busy time and I did not make enough progress to submit.

    It was a small duel map in a sort of Sith cult hideout,  complete with a throne room,  skulls to decorate the wall,  and what was either to be a trap or gimmick - the domed top of the building would open to the night sky and a beam of light/sfx would shine down onto an insignia in front of the throne.

    But not enough time to complete or get to a reasonably polished state.

  12. Hello everyone,

    For my first shared work in progress project, I'll be creating a multiplayer map version of the New Republic Prison Ship, as shown on The Mandalorian.

    Here are a few alpha concept in-game screenshots:


    https://jkhub.org/albums/LLsrIgO

     

    More pictures will be added as progress is made,  while I iterate different layouts, textures, shaders and constructions.

     

    Layout and Gameplay:

    After researching the ship from the show scenes and images, it appears the layout is mainly 3 lanes of parallel prison cells. 

    Each lane is divided into 3 sections.   Each section has two groupings of 4 parallel cells, bisected by a perpendicular connecting corridors that lead to the other lanes - with some variation.  A control room is at the top center of the lanes. 

    The map is being designed for siege/movie battles objective style gameplay.   Intended as an extraction obj, the attackers are to release and escort a twilek npc to the ship checkpoint within a time limit to win.   

    The tentative objective sequence is to emulate the episode:   

    The attackers are to breach the control room.   Entering the control room will trigger the second obj, activating a prison cell door where the npc spawns.  The attackers then have to "hack" (which will be a simple button press with a few second delay because the map is so mobile and you need to watch for sudden flanks) open the cell door and then escort the npc to the ship checkpoint to win.    

    Defenders sequence of objectives are to defend the control room, and then the cell, then prevent the npc from escaping.

    An FFA mode will also be included.

     

    Tentatively Planned Content Roadmap:

    Rearrange/expand the layout of the map trying to keep authentic to the shows depiction as source material.  

    Emphasis on custom textures to fully detail the main areas of the map to evoke scenes from the episode.   

    Model the interior of the prison cell.  

    New layout for the control room and new custom textures.

    Rebuild construction of the prison cell doors and new and more detailed custom textures for the prison cell doors.

    Custom "color changing"  lighting textures, to match the red lighting / strobing scenes in the show.

    Shaders for the new lighting textures.

    A basic, modelled interior of the Razor Crest.    This may be its own project - though useful if I (or anyone else) do a series of Mandalorian themed maps.

    A working alarm system that emulates the shows depiction.  The alarm functionality is subject to change as the map is built out and tested to find out what works best.

    A hidden compartment/upper level to the control room for ambushes/flanking, as shown in the series.

    Potentially a few inmates that will heckle you if you pass their cell, as a reference the show and as a landmark to help keep track of and alert nearby players of your location on the map.  Would likely be animated shader on the cell door window texture that "pops up" and emits a snarl or noise.   Maybe they can be "silenced" (the trigger deactivated) by player weapons.

    Plus some extra easter egg content.

     

    Far Out Plans/Wishlist/Potential Collaborations Ideas:

    I have zero modeling experience, though would like to eventually create the characters and the droid models that appeared in the episode.    

    If you are familiar with MovieBattles2 Full Authentic mode,  another bucketlist item would be to recreate the episode with one side being Mando and gang, and the other side being the battle droids and the human crewmember Davan.   All having  weapons, abilities, models and voice taunts inspired from the show.

    An intro screen cinematic, where the Razor Crest docks to the Prison ship - a recreation of the docking scene in the episode.

    Exit cinematic scene attackers win -the razor crest flies away.  Defenders win - 3 x-wing fly by and blow up the docked razor crest.

    Lastly, repurposing the map as a single player experience, with NPCs and story/plot/action that recreate the Mandalorian episode. 

    If the map is well enough received, potentially I would be interested in making more fight scenes from the Mandalorian - looks like season 2 will have some fights vs Imperials that might make interesting maps.   

    I'm also interested in mapping other locations from season 1.  The Client hideout, The asset extraction scene from the nikto gang,  Mandos vs everyone Navaro escape(which could be repurposed to moff gideon imperial fight), the village raider defense, the bar standoff climax scene - even small scale scenes like   Din Djarin and Baby Yoda vs Mudhorn (perhaps an opportunity learn to skin and kitbash by repurposing the reek model) or a Blurg Defense vs flying creaturea are potential options of future projects.   

    I expect the next project will be to create a map based on some aspect of season 2 (as long as it has good content) after completing the Prison Ship map,  leading up to a Mandalorian themed map pack.

     

    That is current tentative roadmap.   It will be some work, though I think it can realistically be realized to a fair degree of polish in a relatively short amount of time.    

     

    Ideas, beta testers and constructive criticism (and help with some of the work)  welcome!

     

  13. 2 hours ago, NAB622 said:

    Should be fine if they're the same targetname and the same color. Go for it.

    No, users would still have to download the bsp and the shader file somehow. The only way to host a server where the users don't have to download anything to join you is to use entity modding, which is very restrictive on what you can do. You cannot create any assets when entity modding, and you are limited to whatever bmodels are in the map you've loaded.

    As far as copying the system shader for your own use - I'm sure it's just using map $whiteimage. Very easy to recreate. I can't write shaders freehand or i would post one here.

    Thank you for clarifying!

  14. 14 minutes ago, ChalklYne said:

    @fullkevlar

    could be the name of the shader entry?

    regardless... why would you change base assets? might cause conflicts with other peoples maps.

    I would say instead, create a custom texture and add it into a custom pk3. Then replace the white2 areas of your map with your custom texture. Its always best practice to leave the base assets alone. From my experience at least. maybe I'm reading you wrong

    I understand what you're explaining

    Im making a pre alpha build,  with quick placeholder stock textures at the moment.     

    I wanted to simply take that color, and use it to make a door with some details, and keep the same white color to stay uniform to the maps color palate.   I would then save the door texture as maybe white door so there is no conflict.

    Ultimately I will probably make my own textures, though at the moment im trying to stick with stock - my understanding is you can host a map with stock textures and people should be able to join without having to download a pk3.

     

    And youre correct, after looking at the color textures again, the white2 option is a shader. 

    ChalklYne likes this
  15. 20 minutes ago, NAB622 said:

    Yes, to change colors your just toggle two (or more) lights. Just keep in mind that you can only have four lights hitting a single surface or the lightmap will go crazy and bug out on you.

    For the door, I'd have to see the texture, but I'm sure it's possible. The CAP option in the patch inspector should be a good start. You could also use brushes if you want to. It's a lot easier than it sounds, i think, but you have to know your way around the surface inspector and/or patch inspector to do it.

    Thank you for the tip on texturing the patch.

    I see with the cap option it applies the texture to the patch without distorting.     Knowing that, I think I can create a texture to fit in the style that I need,  thank you.

    Regarding the lighting question,   I was hoping the relight the whole level using the light entities on a switch.    Probably about 15+ light entities.    In some stretches, the floor would certainly have more that 4 lights hitting it at once across its entire length -  Would that cause the problematic bug out,    or does the bug out take place if the exact same area is being lit by 4 different light entities?

    I really appreciate the help.

  16. 14 minutes ago, NAB622 said:

    I don't see why you couldn't make a circular door..... Maybe I'm not understanding fully what you mean with that though.

    Lights can't change color, but you can toggle them, and that would be a pretty good alternative.

    Grapple hook that latches onto players would not be possible without a code mod for sure.

    Regarding the grapple idea, thank you for letting me know it's a coding job.   Outside of my skillset, so I can put that on the backburner.

     

    Regarding lighting, so I'll have to make two light entities, one starts on and one starts off and toggle between the two - is that correct?

     

    And lastly regarding the circular door - I guess I do not know how to make circular textures that fit a circular brush/patch 1:1.  I would like to make a door with a porthole and some embellishments.  I searched the site with no luck - are there any tutorials?

  17.  

    Is there a way to make a circular endcap textured 1:1 with a texture?    Aka can we make detailed circular textures for gtk radiant?   Was hoping to make a circular shaped door that had some see-through window ports.

    Can you use trigger multiple switch to make a light entity change color?    

    Is it possible to make a grappling hook that sticks to players?    I've seen a mod with a functional grappling hook that moves the player -  could something like that be made to stick to player characters?      Ultimately I would like to create a "cable" that shoots from the player,  will stick to player models,  and if you press the use button again it it retracts the cable and force pulls the person toward you.      Is that possible, without coding?

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