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Langerd

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Everything posted by Langerd

  1. Well about clip texture You can edit it still in the blender. Sometimes model does not need detail cliping because there is a flat wall or flat floor(maybe not 100% but You know what i mean ) so You just simply remove some faces and place flat 4 sided plane , make quads to tris and it goes on and on... You can edit is as You want. Also this method is cool because if we want to add pipes or old buildings that are Md3 and they are in the terrain We can not only make it smoother looking but also later in gtkradiant add clip but with brushes. I rly dont remember which costs more memory - detail brushes or tris patch.... This method ALSOOOooo give us more flexibility. For example if You are making a terrain with a cave Your map should be small boxes conected together. With the terrain made in easy gen........ You wont do anything like this because these are brushes.. everything is diffrent than You think. But i rly prefer this than makin terrain with brushes and easy gen.
  2. Today i wanted to spend my time on making small map using the terrain.. i always have problems to make terrain in the gtkradiant. So i tried to make terrain full in the Blender. The final result is pretty cool i must say dont pay too much attention on skybox and small island because it is just a test. How to do this? I make it like this - BLENDER 1-Make a plane and use multiresolution modifier BUT simple. Subdivide it to 6 and hit apply You should get something like that (just example) 2-go to object mode and change shading to be smooth. Select the sculpt tool and start to make something . The key is You should do this only from bird eye persprective. Press num7 button on Your keyboard. Also check in the user preferences/interface that Your auto perspetcive is marked . In the end of sculpting fix your terrain like it is in square. Edges to the 20 distance on all sides 3-this method that You see is for not complex terrain only.. for making more terrain and more complex stuff You should pay more attention about the size of faces , and also how to texture whole thing. I will go easy here on textures but for other projects - You should rly pay more attention on that... the point is that - this method would work for caves, monster stomach (for example sarlacc), mountains or even trees!!! The limit is our imagination and also jk3 engine possibilities. So i made that terrain , bake the textures and play with it a little. To be honest You can make the entire model MUCH MUCH more detail !!! But You rly must pay attention on some things .. because we wouldnt for example export the 140000 face model to our game right? Well i made uv layout , baked textures , make changes in the paint.net and this is what i got. Textures must be 256x256 512x512 etc. but i suggest high 2048x2048 (i dont remember if we can go higher). For me it is small crater on sullust 4-The model i made has 4096 faces.. if You think about this .. that is a lot of... BUT Making terrain in easy gen for example takes very similar amount.. so is this method rly that great ? Well In my opion .. yes.. terrain should not be very detail and You rly want to make as less faces as possible and as the model will starting too look like crap or not. That is why we will use decimate modifier. It show us the amount of the faces. With lower amount of the faces - lower amount of triangles, lower amount of patches (about that later) and less memory but lower quality. But we can do the trick - -copy the terrain and put it on the other layer-lower the amount of faces with tge decimate modifier. .. i lower it to even 0.2. apply and You will see that Your model is lower quality and the texures is gone!!! Dont worry! Select Your higgher quality model and give it the texture in the texture options - the one that You made. With that in object mode select This model than go to the lower quality model (the one that we used modifier on) press tab (edit mode will select the Uv layout as well) and now we make new image 2048x2048 name it what we want and ... hit bake BUT from texture. The Texture from higher model will be on the lower quality model. The diffrence in look is diffrent yeah .. but not so much... but speaking about vertexes and faces amount - A LOT diffrent situation right there Model on the right can be use in the game!!! 5-Well we can convert the model now as the md3 model but... wait a minute... We wont be walking on the model right?? Because it is not solid and making physics clip would waste sooo much time...DONT DO IT THAT WAY!!! Select the model export it as the MD3. When done that export it once again BUT now as the map file. Later in the Gtkradiant prepare the scale of the map and scale of Your MD3 model. You rly need to pay attention here because - YOU WILL PUT THE Exported Map On the Model So they NEED to be the same size. Open other gtkradiant and look for the exported map. file. select it all and copy it to the map with the model. merged them and Voila ^^ ALSO Remember that patches can use a shader like that: textures/scarif/magma_clip{qer_editorimage textures/system/physics_clipq3map_material rockqer_trans 0.3surfaceparm nodrawsurfaceparm transq3map_nolightmap} What this will do is that it will work like physics clip WITH the rock material. Foosteps will make diffrent noises. If You are making snow terrain or sand terrain You can change that as well!!! to q3map_material snow for example. If Your map has more than one type of terrain You just simply make diffrent clip shader and change patches texture to snow_clip where the model is covered in snow!! If there are small places with rock You just simply change material to rock etc. REMEMBER!!! Clips are used here for making player to be able to walk on the terrain, to add solid effect (blaster shots impact on the walls and ground) and also with the shaders You can add material or even other effects - the floor is ice so You add slick to make player slide on that terrain. The MD3 model is for atmoshpere , design overall looking . If You would hit solid in the Gtkradiant the effect would be worse.. because it wont use clip with material .. Also this method allows Us to make slightly but a little less detailed clip construction - just use decimate again and export as the map and it goes on and on.. 6-With all that compile the map and check it in the game... be happy with Your first MD3 terrain map!!!Adding more heart to Your map You can get rly great effects
  3. Well... i must say .. the atmosphere is getting better and better! Also Optimalization works nice on this map. Many new screens!! Like i said before this map will be shorter but still there will be stuff to discover and to do ​ ​ ​ ​ ​ ​ ​ ​ ​ ​[http://i.imgur.com/gAF1gRv.jpg/img] ​ ​ ​ ​ ​
  4. Would change the texture of the ceiling and gray wall - to sharp in my opinion.. Amazing work!! Keep goin!
  5. Specially that when wampa grabs You and your character holds lightsaber - wampa is one hit kill . Making dianoga for example - choping its head off or something. and to think about it - wampa also hit You with his paw when he catches You. so Dianoga would hit Us with the tentacle and there also would be bonus drowning dmg... deadly.
  6. to make dianoga not drown i suggest making for example - trigger_hurt with minus dmg in the water that works only on them . This will heal them. To be honest making animals for JK is even harder than vehicles.. Because animations for animals requires not only much much more complex animation skills - skeleton but also knowing how to make them moving natural.. Making vehicle is a lot easier
  7. I Love that contrast : SPACESHIPS! SPACE BATTLES KRRRR BOOM! CRACK TRYTYTYTYTYTYTTYT AAAaaaand ... model of Zebra .. and a dragon... This topic is madness O___O
  8. Pls.. be honest with Yourself and think that way - nobody will make these stuff - period. Spaming these kinda posts and topics is rly under control here.. even if we should have rights to be open and free.. just think for Yourself It is 1/10000 chance that someone will spent their time working on something like this...
  9. The model look rly cool! But textures in the middle looked awful and creating some details with textures is a way to go. Jk3 cant use high poly models (well it technically shouldnt like AshuraDX said to me that not all of the users use Openjk so for example my dlt20a model is too detail for this game) but you can made textures that will improve look of the model very very much.
  10. Ok ! so i check with the Openjk how vehicles works. Overall i was thinking about it because - it might be rly cool to do something like this! But i found out that creating huge box with skybox is still not enough space to make the ship fly normaly... which is very strange for me.. maybe making vehicle smaller and slower would work? I will try and let You Guys know making small level with ship would be cool.
  11. Well i wrote it wrong - not always of course but at some point on the maps that rly should have fog. Yes i will add some effects as well! like fightning ghost or something .. i will think about it. well i wanted to make three versions in the offical mod - playing as Vader - Normal mode playing as Black Royal Guard - only two first maps without the boss fights - without lightsaber as well - with force powers on level 1 - Hard mode playing as Storm Commando ( or Death troopers...dont have model tho.. [dont want use port models...] ) - only two first maps without the boss fights - no force powers less health - Legendary mode
  12. Can You show us the video of the gameplay ? Btw many of those have rly not well made in the meaning of textures.. they are streched and shaders have reasons behind them.
  13. If I will have some free time maybe i will make something small and try to make small duel map or something
  14. No no!!! I mean the idea to convert map from battlefront to the jk3... I know Your team modification - amazing work... but lately on hub there are toooooooooo many ported stuff.. no orignality whatsoever
  15. Pls... make frankesteins from ported models... but converting map is like a 7 deadly sins... convert and make on it dont copy paste the maps... Is Jkhub turning into a printer?
  16. Very Interesting because Safe Malloc is not the only problem.. Many times because of the _Lightmapscale the whole map is black or weird stuff is going on on the walls textures and objects. It would be cool if someone would found a way to inrease possibilities of lightning generatation. and Yeah... Safe Malloc seams like a pain in the ass that nobody can defeat...
  17. Dude Your UV layout seams very messy.. the textures on the middle look very strechted
  18. What is happening ? Why You Leave?? i agree with the speed of laster bolts... way too slow
  19. Guys Rly... when creating maps - make sure You will use fog at some point... the atmosphere is now amazing. Also i made md3 models - the box model and these wall panels. Fast made and they look nice i think
  20. Well i just ;.... saw the model in the modview and i must say... it looks bad... i know it is old and for old game but for jk3 standards it is awful... the hands are funny too 8 tris plane with the texture .. Some one should make or upload the skeleton model for everyone that would be use as the character model and also obj file to be later use as the md3 model - prop on the map
  21. Can i use the model for the Cloud City Modification ? ^^ I think i can found it useful.. Low poly or not i can change textures a bit
  22. The screen is white or grey ? had that problem too. You must open it as the administrator
  23. Here are new screens of the second map! It will be a maze type of map... the other parts will be shorter i think.. but not too shorter
  24. @@MusicForThePiano first You can add images on the forum like this Second I suggest to look in the Mrwonkos side.. he has some file storage from jk3files i think.
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