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Posts posted by Langerd
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Wait.... what ._. why my maps are now look like crap?... Because this looks godlike
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If I understand correctly, he suggested that you should send an application to Ubisoft or Bethesda, so you can work there as an employee. My suggestion: Don't!
Ubisoft and Bethesda might be big game companies, but I don't want to know how many talents or ideas are wasted, or worse, unnoticed by them. Especially Ubisoft seems to rely on recycling,
with little creative process (like in Far Cry Primal, where they used the same map from Far Cry 4, just redecorated).
You're better off if you keep making your own thing. Who knows? With the abilities you have, maybe you can make your own games one day.
Anyway. Looking at the screenshots above, I see something that some quality time has been spent to create quality work. In fact, I've never seen anything like that in Jedi Academy.
You created something that looks like Rayman or some indie game. I like that. Makes me wonder why not many have tried to do that with Jedi Academy in the past.
Langerd, seriously, please apply here:
https://www.ubisoft.com/fr-CA/ http://www.valvesoftware.com/games/ https://bethesda.net/en/dashboard
Because if you don't, I will apply for you. Impressive resume.
There is no way and chance for it .. my skills in newest programs and understanding how to texture, model or rig are limited ... very limited. I am Lonely Wolf .. self learer . Even if i am making something that looks cool or funny and these things seems like a nice quality modification i am aware that for today standards these things are not professional quality. Lately i am rly feeling that i am not only standing in place but going backwards.. Polish - Japanese computer technic school on the computer graphic and design - i am learning photoshop, after effect and other things.. but there is so little here and i have problems with these new programs. I know that these programs are amazing and You can make something great but it is sadly hard for me .
This is a model made for 2004 game... we have 2017 and models maps are looking very very nice and good looking.. but i always find that annoying at some point and kinda sad. When in 2016 DOOM i clearly see all demons and instantly shoot them down , in games like call of duty modern warfare there is sometimes so mucch shit on the screen that i dont know what to do... But i liked that game.
Well my point is that my skills are not proffesional.. and i am kinda afraid because i rly want to do stuff ike this in the future. I am feeling that things i do lately are not enough.
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Langerd, seriously, please apply here:
https://www.ubisoft.com/fr-CA/ http://www.valvesoftware.com/games/ https://bethesda.net/en/dashboard
Because if you don't, I will apply for you. Impressive resume.
I have an error What is it?
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Todays list is a long one.
1 - Pull out the maps main courtyard to begin testing and shader creation and final lighting at a faster pace. Creating a testing ground.
2 - Adjust all the used Bespin texture to a more whitish tone as seen in the movies. This allows better blending into the CC styled area's as well acting as a blending point into the JH side of the complex.
3 - Adjust, fine tune, and lastly reshoot the skybox images.
4 - Play around with a sun flare effect idea.
5 - Remove all entity lighting and illuminate via shader lighting. This will involve creating new textures for the lighting rather then just a glowing white surface, some thing more realistic.
6 - Create new env's for specific view point's and begin applying them to the new styled textures for the courtyard. The platform would reflect some thing different then the roofs etc etc.
7 - Run a full NON fast full bounce compile on said test section and prepare for either tragedy or joy.
8 - If tragedy ensues blame @@Langerd for the whole thing. If Joy ensues claim all responsibility and throw Langerd into on of the Bespin pits...
Wowowwo/... Wait...
Now You will blast full lighting compile??? Your Map is HUGE . I Hope it will work!
8 - If tragedy ensues blame @@Langerd for the whole thing. If Joy ensues claim all responsibility and throw Langerd into on of the Bespin pits...
Wait... that is not good... emm... well... 'e.e
AngelModder likes this -
I’m looking for a level that I have forgotten the name of, it was a huge city I think it was Coruscant but I search for that I couldn’t find it at all. The map had three towers and a centre square. One of the towers had a lift with a sniper window. The map had a great deal of drops as well as the city was of great height.
The map was a free for all but I’m sure it could do other playmodes as well. It was also marked as being incompatible for bots but I always found it worked fine with them. I was either one of the most popular or largest in files size on file front in its day.
If anyone could help me find this map I would be very grateful.
https://jkhub.org/files/file/382-alzoc-3-capital/
That one?
AgentGrady and Smoo like this -
Yup, seen that, but I want this
Quoated Your pos because i cant hit mention for some reason .. Above is Your flashlight.
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New Stuff Here!!
Made Slingshot (replacing Blaster Pistol) Shooting rocks. Also made special animation for that weapon
Made Hammer Saber - slow attack speed animations but great amount of damage and knockback.
And spiecial weapon ! - Tennis Gun Replacing Bowcaster. We are shooting tennis balls .
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Aw shit sry i didnt saw that post !!!
I will try my best to upload it here. Maybe not in the download section - it is not uploading worthy on download section for me -
And last but certainly not least (or less time consuming) SLOT MACHINES!
Holy Shiet with these and these grasses You just made everything life and clean. Amazing work!
I suggest maybe some small water sources too
AngelModder likes this -
Always remember - Misc_model with the _spawnlags 4 (as i remember .. i am in school) makes nice cute little thing - shading on models are not vertex lightning but model use lightmapping
-Pande words-
NAB was a Noob. He meant spawnflags 4 or 6, 'lighted' only appears if you have DarthArth's (I believe correct me if I'm wrong) editor definition files. All it means is that the model receives lightmapping instead of vertex light. Spawnflags 4 does that and leaves the model nonsolid. Spawnflags 6 combines auto-solid and lighting.
never use 6... @@AngelModder You know that for sure but for other people on the forum ... there are many better ways to clip the models. And Physic clip is not always the best one. For example You made metal MD3 bridge model... and player would walk on it BUT physic clip does not have metal material in the shader. It is important to make own clip shader with materials we want to change. That is why for example making ship interior 100% ASE or MD3 Shouldnt be made from physic clip. When i walk on the carpet - better use carpet material (i think there is something like that) for metal or grid floor - metal material. For terrain - snow,sand,dirt,mug etc. This is important specially for terrains... In my opinion it kills the atmosphere when i hear the clacking JK3 defult boots while walking on the snow..or sand.
I am not 100%on these things for games.. Also i Never made a ship and never made an interior of the ship (Well... kinda i made because i made Executor Bridge but i use patches and brushes nit MD3 models .. only for chairs) but i think when making these the main focus should be for making stuff fun and interesting. Some flashy sounds, computers with screens , moving object CRRRRRAAAAATESSS THEY NEED crates.... MORE CRATES!!! No srlsy . Boxes are great XD
But overall the feel of the ship.. Kinda feeling that You can just sit in the cockipit and feel that You can fly away thing that thing just *click* like that.AngelModder likes this -
That had occurred to me, but I'm not clever enough to implement that idea. Researching it is my back up!
Interestingly, if I step in front of the NPC when they attempt a Force Pull, I get tossed around quite a bit!
EDIT: I had a moment of inspiration and cheated. I've placed a small func_static in their path! They're now working as desired.
ALWAYS Find a diffrent way Work the same way ! Creative thinking is very important while making things for games specially for things like this situation
Smoo likes this -
Ase's should honestly be used sparringly. like most models in JKA you need to stay within the normal poly limit allowed by the engine or else it starts to really bog down your compile and may even make it unplayable for some players, causing crashes low fps etc. The trick if you wanted to properly convert a brushed ship to a model is not only a solid design (clean), but to use patches for about 90% of it removing the extra verticies in the process as you build it. Brushes are fine but only if you really know what you're doing and 45 every angle and can visualize it in a triangular poly sense.
I see most make ase's with thousands of poly's. the second trick is to split it up into multiple ase's JKA doesn't mind generating thousands of poly's so much as long as it's not one item. The difference is visible when a map using this method and design in the R_speeds and FPS as well as the user's gameplay. Either way Large complex object ase's are honestly not worth the hassle and possible failure of the overall project that may ensue.
Ase's are quiet good for smaller objects (or objects with the model poly limit kept in mind) such as pillars and other misc objects. Keep in mind however that like any work, just because it's an ase and that your are compensaiting the Q3map2's surface meta compile with your own physics (clip) work having to many or too much of an ase designed structure (even in multiple pieces) can result in q3map2 giving you the middle finger as well as other potential problems mentioned thus far.
In other words. I would not make such a large object an ase in a max already this complex. No offense intended etc, just stating why it's not that simple.
Also I recommend ASE for paches bullshit when map have this weird holes in them. Making them into ASE solve the problem. Also ASE is good when we want to make solid to the map but the shape of the clip will be less detail .. it will be much.. but I rly recommend that only for kinda Map - brushes patches stuff. For props better use MD3 models
AngelModder likes this -
Did you make the map on Blender? It looks really neato, like the classic Nintendo 64 games.
Yep Blender! ^^ Used my terrain technic + MD3 props.. It is very nice because You can mix two of them + Mix the textures. I rly must improve this method in the future :3
so um, when's the release?
Dunno.. This is only for fun yet XD Maybe i will make one small level
Seriously your dealers number or it didn't happen! O_O
Well Cola and Monster .. and Many many hours spent on this..
the_raven and AngelModder like this -
BUT wait there IS more! The Lucky Shot Casino's primary build is complete! Now it's time for details and lighting!
Gotto say I love the view!
You Can Always use models for glass ceiling like this Also i would change the glass and add some varaitons of textures. It seems like whole place have the same type of glossynes.
AngelModder, JAWSFreelao and yeyo JK like this -
Well for me in this map :
designing maps is hard.. not many maps are well designed.. in my opinion none of my map are like that and i am sitting on them some time..AngelModder likes this -
I had WAY to many light entities and func groups, about 4000 lights and 1300 func groups because of the same thing as your self. I solved by replacing a lot of my repetitive lighting such as the swoop track's blue side lighting with shaders. Turns out light entities do count, however shader lighting doesn't as they are not added up and inserted into the entity list until the 3rd stage "lighting". So while you will always have some uses for entity lights, they sadly do add to your count and you're better off to use shader lighting.
Have You fixed the func_groups ? How many of them ? May sound stupid but check in the console the amount of enities after compile:
Show Us the printscreen from gtkradiant.
-with func_groups
-without func_groups
And check if the amount of enities changes .
-Pretty sure func_groups are just for in-editor grouping.
about that ... i dont think so .. maybe You Are Right @@DT85 but from the other side func_groups has their diffrent options and You can change many things in them.. as like in the func_ enities which i believe counts as the enities .. so in some way they might be count as the enities as well. Maybe it is like - well it is not 100% entity but i will still count it as entity because... F@$k You mappers
I am using func_group more often lately so i also want to be aware of that :/
AngelModder likes this -
Alright so I went to compile tonight and hit the max map entities error. So ok i've got a lot of func groups, I ungrouped them all, still hit the error, ok next largest group was the lights... erased them all it goes away... O_O... now for those of you REALLY familiar with this engine, lights are not suppose to count against you during compile... So, wtf?
Basically through all of my many years of experience I am truly for once stumped.... Why the fuck are my light entities counting against overall entity count during my meta compile. Yet every source says they don't, that they are filtered out as a separate thing. I've tried the Wzmap.exe, that pos just crashes constantly since I don't have the compatible cpu socket apparently...
I wont even try to hide it, by most favored project and possibly my crown jewel hinges on figuring this out... The sense of desperation is high, every moment of my free time I've given up into this project (which is day and night atm literally I sleep 3 hours and get up and keep going between work) is falling apart in front of me because of some random wtf situation...
Wait... light enities are counting as the nities as well?? I thought whole 3rd stage is for them...
How many lighting enities You have comparing to shaders that are light sources?
And also .. light entity ..how exactly does it works?? Making lighting with the shaders doesnt create any entities just the lightning right?? I am confused right now...
How many Func_groups You have? I use them many times but they are pissing me off because when i just want to copy a brushes from func_group's and i end up with multiple single brush func_groups..
AngelModder likes this -
Well .. I made this test map It is still in process but it looks amazing XD Also i made animations but sadly i cant record the footage..
Enjoy!
Ah .. and i made two versions of the enemies With deathscript i made that game changes their skin . On the first model his eyes turns off but on the second one the eyes changes to crosses - because he is dead. -
I will never understand this. I'd love to play around in this kejim port of ClydeFrog, but this video is ugly af. Every bad material work is simply overblended by super gloss. Then every where the same stupid detail normalmap that would imply the materials are rough, but then again, super gloss. An example, a metal floor where like a hundred stormies walked over is smooth like polished glass? Thats simply stupid.
They should start making proper pbr textures and hand them over to eezstreet for his JK:Enhanced.
Yeah for me everything here looked very shiny but in the bad way ... working on textures + good map maker = very amazing even not very detail brushes/overall structure of the map with good looking textures.
The only thing is kinda cool is that it is possible. And People here on Hub Who Have experience in newer engines can try to make the game on newer engine! I heard that UE4 Is rly great
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https://blenderartists.org/forum/showthread.php?130935-Bone-heat-weighting-failed-to-find-solution-for-one-or-more-bones
(btw is it alright to send links from other sites?) -
I remember skeleton from Dark Forces mod on jkhub.. but these was props md3 models :/
Someone should rly export that model for the game. -
UPDATE - Spent the week working on a small duel map idea I want to include as a secret area and working on a few new cool mechanics for such sakes. Any who here is two area's I "can" show you, just built for your pleasure.
Secret Prison
Includes poison gas for misbehaving prisoners!
The Student Cafeteria
And a bar for Obi Wan Kenobi
If it is a bar for Obi ... Where is High Ground?
Awesome stuff ^^ I dont like maps with many glossy reflective textures but You use them perfectly
JAWSFreelao and AngelModder like this
How can I import The Force Unleashed models to Jedi academy?
in Modding Assistance
Posted
I must say .. Toshi's Anakin is the best .. Hapslash made awesome model too... Too be honest that model started whole jedi model madness (great time btw - jedi spanki customanization, sith pack etc) i mean a lot of stuff.. a lot 100% from scratch ...
Rly love the artistic way .. the history of these models...
After Someone post the frakenstein post on the hub.. the tutorial - how to give Rosh Penin a Tusken Head.. i think it was like that... i started a tsunami of blender works.. some were good other were very good even Amazing - Kualan Kitbashes for example. .. but there were too many of those ... and it started to look like this - Hey i want to make this character from Star Wars - Basiclly Jkhub changed into the Lego Factory. With the frankensein models people discovered that they can export entire models from other games and... that they can mix things together. Creativity is still here dont get me wrong... but this artistic ... self work from start models... are lately gone... if someone want character from Star Wars - port from Force Unleshed or Battlefront ...