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Unifermius

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Everything posted by Unifermius

  1. I have not seen the series but from the screenshots provided this is appears to be beautifully crafted map. I look forward to testing it out sometime.
  2. holy multicoloured trees, bat-sensei!
  3. Out of these I like the red brick texture the most. Could say it actually makes me want to map stuff again just to be able to see it on something in-game...
  4. I remember trying something like this back when I was into mapping and shaders. I'd been using Szico VII's reflective shader, the same one from the bathrooms from BlueIce Twilight (note: you can find it in the source files and fool around with it for educational purposes, but if you want to use the shaders for a release you'll need to ask permission from Szico & include a credit for his work) and you'll find it can work more or less with any flat texture you give it. In glass/transparency shaders, most of the glass shaders in the game use grayscale .jpgs or transparent .pngs. I don't recall attempting to use a transparent .png or .tga for a reflective shader, but because of how GTK Radiant renders the shader and the misc_portal entities (is that the right one? it's been a while...) together. On this note, if you haven't already made a general reflective shader (mirror) on your own, I'd suggest doing that first - again, the source files for BlueIce Twilight are an invaluable learning source, open up the .map file in radiant and have a look to see how Szico VII set up his mirrors as I probably did mine the same way. As for merging the effects of a transparent (glass) shader and a reflective (mirror) shader into one, I'm going to go out on a limb here and say it probably isn't going to work out, and probably because each is a different shader type and Raidant is probably only going to render the texture as flat, transparent, or reflective. As far as I have gotten is to add parameters to the reflective shader so that it wobbled like water shaders do - so if you were thinking about reflective and transparent water, probably not going to work out either lol. On the note of the water however, have you seen Darth Norman's tutorial for the water shader he used in his map Arevass? Norman took a segment of the skybox he'd created for the map, bent it around a bit, and applied it as an envmap to the water shader so that as the water wobbled it'd have the appearance of reflecting the skybox when in reality all it was doing was flipping through the bent segment of the skybox he'd attached to it. As several of the glass shaders in JO/JA already have envmap sections, that part of the shader is already done for you - you just need to take a screenshot of the stuff opposite the glass, create a shader for the glass that includes that screenshot (albeit edited, if you like) as an envmap, and then fit the glass texture to the face of the brush you want. It'll require some fiddling no doubt, but in my opinion it is probably the only way that you're going to have a shader appear to be transparent and reflective at the same time because literally adding the transparency+reflective functions into a single shader is probably not going to render in Q3 / GTK Radiant.
  5. I'd be interested in faster projectiles for the Blaster and the Bowcaster in particular; if the projectiles were brought in line with their depiction in A New Hope and The Empire Strikes (and the sounds, too) I feel the game would have a far more realistic pace to it (since it'll be less likely that players/Kyle can 'walk out of the way' of incoming Blaster fire) and coupled with improved AI for ranged NPCs I anticipate we'd have shoot-outs that are more involving than the rather riskless exchanges in the Kejim levels (for instance).
  6. also 12.38 is some serious sneak Master Luke is not pleased. No strafe jump for you, Jaden.
  7. 31.03 "Stealth may be a wiser choice here" *jumps up the freakin' ship*
  8. I like the idea that the quality of a game logo can decide whether or not they will actually develop a game for said logo. Having said that ... I find it difficult to distinguish which of these could have actually been titles for games at the drawing board stage from those which were probably just creative exercises on the part of Lucasarts employees.
  9. It won't be new verion, I am merely adding an optional texture pack that changes a few things around. That's all.
  10. Although there has been nothing inhibiting me from uploading The Quad to this site, I have been holding back because I've have been working higher quality texture pack for it for a few months, and I need to re-write the read-me file to go with it. I don't expect to sit on it for the rest of the year though, you might see it in a few months.
  11. It was the version you linked to me, so it was the version I tested! You monster.
  12. I recieved the Moonbase Labs 0.2 Alpha file from Szico about a fortnight ago, and since the semester has finished I have now had the opportunity to test it out. I adored the brushwork I have seen in the screenshots, and I am pleased to say that in-game it has lived up to my expectations - good use of lighting, textures are about right, and although one of the specular shaders felt out of place I felt the rest were fine. I'd had a decent look around, so I thought I'd get a better look at your brushwork on the door frames. As I was admiring the door frames, suddenly, I died. As you can imagine I was caught off guard by this, so I took a screenshot. I proceeded back to where I had died to see what had happened. You see, in my admiration of your brushwork, I had not anticipated that I might suddenly be chomped by one of your doors. However, as I soon discovered, this was not an isolated incident: all of the doors in this map have a thirst for blood and shall merciliously crush anyone who may dare to linger in their wake. I am concerned because I do not find this problem with the doors in other maps. Doors in other maps are happy, peaceful doors, who will wait for players to move out of the way before closing. The doors in Moonbase Labs however, are intent at murder. Doors aside, I had a good (but short) time looking around in this map. I look forward to seeing your next set of progress screenshots.
  13. The barrels look great, though I'm not sure about the sound effect.
  14. Judging from the screenshots, it looks normal to me.
  15. I'd be interested in testing an alpha version as well.
  16. @@MagSul: I was referring to the area you have highlighted in blue but I think you could keep it if you remove the curly bit at the end. On that note, for the green I suggest an indented brush rather than a protruding brush. If you do that you'll have to make the staircase a little wider but the result should be more pleasing to the eye. I also meant that I find the texture you're using for blue/green/yellow ('byss_piller' not 'byss_pillar' >.>) is a rather blotchy texture - textures/byss/byss_basic2.jpg could replace it as a temporary texture, but I suggest you note it and come back to it after you've finished the room.
  17. It is definitely an improvement, and I do prefer this stair light texture over the other one. You could consider using a different texture for the stair support as 'byss_pillar' looks out of place there. If you find yourself stuck as to how the stairs should look overall, you could take a look at a few short stairs in t3_byss; and a few tall staircases in JK2's Doomgiver.
  18. Magsul, you seem to be making good use of the Byss textures for this project. In my opinion the stairs seem oversized, that is to say, I think the individual steps look a little too tall compared to the player and that since this is a starship I would suggest compressing the stairs rather than having them long and flat like one might do for a temple map. Otherwise this is looking good so far.
  19. I am an Australian fellow and a longtime fan of the Jedi Knight series. I played JA in the years 2004-2007 and I used to go by the name Unifermius Matty. Some of you might remember my files on Filefront or my clan, [sCA] / The Star Cycle Alliance. I found JKHub in February and I have been browsing it a little in the interest of seeing how the community has changed and grown in the last two to three years. I have not kept up with JK3files in the last two or so years, though it through there that I found the Hub. I suppose I joined up to see if anyone recalls my work (amateur and outdated as it may be) and to I guess to partake in discussions about the Jedi Knight community and files that I have come to like over the years. I have considered uploading some of my files to JKHub, but as I am a full-time university student I am uncertain if I'll dedicate time to polishing up old work for a re-release. For now though, I'd just like to settle in.
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