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OCD2

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  1. 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.
  2. OCD2

    Halloween Contest 2020

    Its not much to see, but here was the stopping point. I knew I did not have enough time to complete it so work was halted. Next year, or after a few Mandalorian projects!
  3. Had enough free time for a minor update today. Lowered the whole map ceiling by one grid, cleaned up a few textures and tried a few beveled constructions for the main hallways in attempt to create the hall angle. Not quite there yet with the geometry, though will try to make some progress every day.
  4. 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.
  5. OCD2

    Halloween Contest 2020

    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.
  6. A few pictures of progress: Some geometry reworked, added first iteration doorframe, control room reworked, functional ambush grate added (placeholder texture), textures and their layout slightly reworked. Map model Din Djarin by community member GustavoPredador.
  7. Wondering if someone could model or kitbash this droid from The Mandalorian. Top photo is the request, bottom photo is an inspiration for potential kitbash option.
  8. Wow, thats quite a compliment thank you! I would absolutely take you up on that offer once the map is closer to its finished state - Would love to be able to beta test it if you would consider hosting after more work is done.
  9. Thanks! This is only the early alpha. I'm hoping it looks significantly better when it's done/released!
  10. 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!
  11. 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.
  12. One more texture question: I used textures/colors/white2 for detailing some of my map. I want to take white2, and use it to create my custom texture. Ive opened assets 1, and looked in the colors folder (and tried browsing all others) and it only shows black blue gray green orange and red. No white2! Where can I locate the color white 2?
  13. 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.
  14. 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?
  15. 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?
  16. Ive already begun rebuilding, which wasnt too bad as the scene im working on is template based to a high degree. Though I would appreciate if you explained how to fix it in a text editor, for future reference. The bak was 90kb.
  17. Yes, I suspected that this was a sign that I need to back up any projects from now on, it was frustrating to lose the work.
  18. There is a .bak file, though I do not know how it is useful (aka im educated yet on what a .bak file does), could you please explain? Autosave did have an earlier build of the map, so not everything was lost.
  19. As stated in the title, I just lost my map, due to windows 10 crashing during a test compile. Trying to open the map file just causes gtkradiant to open a blank unnamed project. The previous bsp file is corrupt, I attempt to devmap the file and it prompted something to the effect that it needs version 1 (or 0). Have I lost all that work permanently? Is there any way to recover ?
  20. You're really making a lot of progress.
    Very cool model. I always thought if/when I start to learn modelling, I would make some droids. Nice model, nice idea, and nice adherence to the reference! PS does the tread animate? I spawn him in, but he is stationary.
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