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OCD2

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Everything posted by OCD2

  1. I've been exhausted with work for the past months and over-edited myself!
  2. Object / Map screen ROUGH WIP. Its an early raw map editor as the map photo, the map graphic (obviously) needs to be redone\restyled to presentable. Mini map is partially functional (lol), I think I still have a shader/script bug to resolve- the mini map looks "unwrapped", and zoomed out. Moderator Edit (by AshuraDX):
  3. Thinking about naming for when the map is (eventually) released. They put a name to the ship in the second season, calling that specific ship Bothan-5. I was thinking of using that as the map name, rather than New Republic Prison Ship. Also considering a few gameplay variations. Currently the goal is to have the map be an npc escort, reflecting the show as source material. I think its a feasible gameplay option - though I also thought that perhaps it becomes too campy for the defending team. Maybe the defenders could have an objective of boarding the razor crest in search of the child, somewhat like the show where the droid is playing hide and seek with baby yoda. That way both sides have incentive to keep pressing, or gives each team different gameplay options in either defensive or offensive play.
  4. Its a really great rendition so far. Maybe too good for the map! That little antennae piece looks like the only aspect not added yet. Its certainly motivating to see, and makes me want to open up the editor and get to work!
  5. It looks quite good! Will the head antenna be texture, or do you suppose he just did not get to it yet?
  6. I would be grateful for anything you made. (and put your name on the prisoner list on one of the control room monitors) I expected to be completing this map for some time now, so no worries there lol! I have been derailed many times the past few months, just extremely busy. Though I put in time when I can, its always moving forward, even if its just testing the map solo for a few minutes an evening and looking for ways to improve.
  7. For fun : Dollar store concept version of Rax Jorris as Ranzar Malk, the gang leader that offers Din the prison break job. After the main work is done with the ship map, I have interest in making all of the characters seen in the show. Would be nice for a single player mod, that also includes the chop shop space station from the episode. I think it would be cool just to make the full roster of characters in the show - I think even the concept art sbd-style security droids would be a fun addition.
  8. You're right, I just placed the chairs and some placeholder textures, so it wasnt just a grey room blockout. I totally agree, the wall textures need some wear. Its something I just have not got to yet. There is a lot of work left to do, especially in "polishing" the map!
  9. Quick shots of the unfinished control room: Just attached the control room to a random incomplete point on the map to take a photo, the entryway hall will be different. The room may need some adjustments in length, though it's close - with textures it should take on a fair resemblance. Potentially needs a new chair model to match the source. The little panel is the first objective. It simulates the scene where mayfeld finds the prisoner cell number on a monitor. The panel will activate the second objective, activating a trigger panel that when used. opens the prisoner cell door where the NPC is spawned. It also activates the first stage of the alarm system, one set of blinking pillar lights that pulse in sequence from off to on (for ~ .5 seconds duration, repeated until the match is over), the first sequence of the "blink" happening in the large corridors, followed by a blink down the second corridors, as shown in the episode. (Currently the panel activates the emergency door system mock-up, triggering shutting doors when a player is "spotted", which is the second stage of the alarm system that occurs when the NPC is engaged)
  10. I think its interesting, and always nice to see new work, and would try it for JA, maybe use it in a single player mod.
  11. Thanks. I know it's mostly been redundant, though I've been learning quite a bit as I go, with great assistance from the community. Workflow, better understanding of how to build out geometry efficiently, planning the map design, limitations of the editor. All useful tools for subsequent projects. (And I have a lot of locations for map ideas I would like to try to bring to life.)
  12. Rebuilt the map geometry and the cell doors this weekend. Its cleaner, modular, and optimized. The floor details and the ceiling lights have been "absorbed" into their respective panels as textures. removing a significant amount of brushes. The next steps: Re-propagate the modular pieces out to complete the rest of the map, altering a few areas as needed. Rebuild /Clean up the ladderway and possibly make it into a model. Clean up the control room, and make new custom textures for the various consoles, paneling and lighting. Make a few shaders: the floor needs a specular, the ceiling will become a light emitting shader, and a few others. Then will need some testers (soonish, depending on available time to do the rest of the work).
  13. Mostly things unseen, but ive updated some geometry for optimization, made a new quickie custom texture mock-up ship interior door(s) to match the source (the one behind the ladder), and some other texture changes. More changes coming soon! Deleting brushwork details to make them textures! More optimizing! Better floor textures! improved textures in general! Shaders!! EDIT: Things done during the rest of the time available to work on the project today: Built out the basic geometry of the control room space to scale-ish - the actual film set construction has computer panels that over reach into the doorway, which just makes the already small space cluttered, so the build is slightly altered to better accommodate players. Floor texture with white trim built-in made today and applied in areas were the geometry was ready, allowing for removal of the white detail brushes that run around the boarder of the hallway floors. Other miscellaneous work. The project keeps moving forward!
  14. Ah, I see your line of thinking. That seems like it could produce the effect im trying to achieve. Could the invisible invincible NPC then be connected to the funcbreakable somehow, so that when the funcbreakable is destroyed, the invisible invincible NPC "disappears"/dies?
  15. Hello, Was wondering if you can can you script an NPC to target and attack funcbreakables when the NPC comes in proximity to the funcbreakable in a map? Or would that be a coding mod?
  16. Nice! Did you include the stun baton? The thing I find appealing about the Mandalorian as mod project material is that a lot of the battles and set pieces are smaller scale skirmishes. There are a ton of locations that I would like to take a stab at creating. I thought I would have a map or two done by now, though my new year has been exhausting - any available hour to work on the map project ive been so drained that I could not muster much effort or clear minded inspiration. It will be completed, things have just been delayed slightly. Though the experience has made me really appreciate all of the effort other people have put into making models, maps, and content. Its fun, but also a good bit of work! Really looking forward to this droid model project!
  17. Unbelievably good. This will be a great model addition! For skinning inspiration, there are two variants shown in the show - the gunmetal guy shown on the ship, and a darker oxidized/corroded version in the chop fields where they are overseeing the prisoners. Eventually, I would like to make an attempt at making the other characters from the prison ship episode. And then subsequently, make a few other maps from the series, with cool content like this (if I get permissions) as a springboard to other locations shown in the series. The prisoner chopfields/junk planet would be a fun offshoot with this character - maybe make a prison riot situation, droids vs prisoners trying to escape. Very cool model. If you can't tell, seeing the model photo made my morning.
  18. Miscommunication happens! Sounds like you may have a good deal in two for 1 droid models! I thought about your droid model and reaching out to you - do you think you will add taunts? The Security Droid appears in two episodes, I heard a few good lines that would make fun soundbites! I think with this map, having it nicely optimized before the first beta test/release is key. Its fairly simple overall, so having nice looking areas that run well could make quite the difference in peoples opinions/experience with the map. Im hoping I can significantly optimize the level with the use of models, though it will take the generous input from someone far more experienced than I am currently to make sure it turns out well.
  19. Hello everyone, My time has still been near totally absorbed in restoring my house, and that work still only halfway complete. Ah the good life!............ Though I have been thinking about my project, and ways to proceed/make it better/optimization. Between near total free-time loss, and me still being "amateur modder" status, I think its best to call in the modding calvary! I have some questions and thoughts for the experienced mappers and modders: (For ease of reading, questions below are highlighted in bold) One of the big sticking points for me currently is my map construction(s), and how to best optimize the brushwork. Even though I have not had time to sit and work with the map editor, I have been doing some reading and researching on various aspects of level design with radiant. 1. Currently the map is made entirely of brushwork. Some of the things ive read suggest using models to optimize finicky brushwork. Aspects in this map like the columnways and prison cell doors have an amount of patchs\patchmesh, and I have been thinking about trying to make them into ASE models to help optimize the construction, and reducing the brushwork to a simple structural caulk hull corridor(s), and then using the ASE models to adorn those corridors. (and subsequently making the columns solid with clip brushes) I read that converting brushwork into ASE models can help optimize, as it creates a mesh out of textured surfaces and "ignores" caulked or nodraw surfaces in creating the model which reduces the polycount. Is that accurate? 2. The majority of the map is composed of sections that consist of 4 in total columned parallel prison cells (a grouping of 2 cells and a grouping of 6 cells), a 4 way intersection connecting corridor, and capped by two T junction connector corridors that lead to the other sections, as shown below. Each section is composed of 3 of these hallways, running parallel to each other. If I do start converting sections of the map into ASE models, what might be an efficient way of breaking up the map sections into models? My current thought is to make 3-5 different models that compose the different prison cell door clusters, intersections, and end corridors - and then rearrange them as needed to compose the layout of the map. Is there a limit to how many models you can have in a map? 3. If the models are a good way to proceed, if I convert the columnways into models, will the glow shaders on the column be effected, or do they become part of the ASE model? 4. The overhead light panels (circled in red below) and the floor border trim (circled in yellow below) need to become embedded as textures to cut down on brush count significantly. I have been a bit stumped how to do so accurately with the long hallway runs made out of brushwork, and im wondering if making the prison cell and columnway constructions into models would be a way to simplify the process of texturing the floors and ceilings. (Instead of cutting up the ceiling into 8-10 brushes per hallway multiplied by 6 for each hallway in a section, multiplied by section(3-4 sections)!!) Seems like aligning the texures properly would be easier if the columnways were made into models that incorporated them as textures. Question here being if I did make the prison cell sections ASE models, would using a brush or patchmesh for the floor and ceiling areas be more efficient/optimized when converted to an ASE model? 5. The ladder leading to the Razor Crest room is still currently impassable. I had the notion that making the entry point ladder into a model would help in optimizing and allow for a simpler way of clipping the area to help solve the currently impassable cylinder hole leading to the above room (and being able to enter the prison cell doors!). Would making the Razor Crest entry ladder into a model be helpful in optimization and in making sure player models can pass through to the upper level? Thank you for your time, interest, help and effort. I value everyone who has provided input and help along the way - the map will be completed at some point this year I promise!
  20. I'm surprised a Dark Trooper was not made for the Mandalorian contest. Though they were not shown properly until the last episode of the season, so maybe not enough reference material in time?
  21. Yes, I think that is great advice, thank you. I developed an impromptu filing system that definitely would work better in a clean setting! In this instance, I deleted the shader file unintentionally after performing a reinstall awhile ago, and not having the shader file in the pk3 file that I saved. Oops! I remade it, better than before with some of the tips and tricks people have shared. (Thank you all!) The other darkened map issue was a bad construction causing an encapsulated leak which darkened player models and the map. So two separate issues, made by accident from not having an efficient workflow or workspace like you suggested. I'm slowly learning! and always try to fix issues that I create. I'm really glad this community exists, so many people have offered help, and I truly appreciate every bit.
  22. OCD2

    Intro~

    Hello there! I enjoy movie battles 2. Lots of different classes to play - maybe more added since you last played? They have duel servers, and open mode are most played I believe, and full authentic (which can be a blast), and there are several other modes that can provide good fun too. Its still being actively developed, and pretty regularly updated mod.
    Perfect for my spice mine map! Already put these guys to work. Beautiful work.
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