monsoontide Posted January 30, 2004 Author Share Posted January 30, 2004 O.K. Thanks Guys. Will continue working on this map. (As a side note - all textures are tempoary as I will make some specifically for this map - the current ones are just to help me to work out how to set up a decent forrest effect.) Also what is an .ASE model - and what is the difference between using that an an .md3? Also then, how do you make one? Currently midway through updating my Bast Castle SAGA map from Jedi Outcast into a SIEGE map for Jedi Academy. Nearly there - maybe another week or two - look for it end of FEB (Fingers crossed). Acklay & Speeder bike will be early-mid Feb now. (I just haven't the time to work on everything at once!) Link to comment Share on other sites More sharing options...
wedge2211 Posted January 30, 2004 Share Posted January 30, 2004 You can make a set of brushes in a map, and turn it into a misc_model, which you can then attach to movers, use the angle, angles, modelscale, and modelscale_vec keys on! Only the latest q3map2 will do this. rgoer explained the process to me...here goes: Build the structure you want to make into a model in Radiant (in this case, trees). The origin of the map file will be the origin of the model. Build a caulk box around it to prevent leaks, and add an info_player_start. Next, BSP the map with the line <path to q3map2> bsp -v -meta -patchmeta <path to map>. Then, run the following line on the finished BSP file: <path to q3map2> bsp -convert <path to new BSP file>. Look in your maps directory, and you'll find the file mapname.ase. This file can be used as a misc_model in a map! Just enter the path to the .ase file in the model key in the misc_model entity. To have the map model react properly to lightmaps, use the key/value spawnflags 4. To have q3map2 auto-clip the model (make it solid), use spawnflags 2. For both, use spawnflags 6. To sum up: - Make the model out of brushes, save it as modelname.map - Compile modelname.map to modelname.bsp - Convert modelname.bsp to modelname.ase - Load the model in Radiant as a misc_model Link to comment Share on other sites More sharing options...
A-WingPilot Posted January 30, 2004 Share Posted January 30, 2004 If there are different sorts of ewoks, it would be more fun, so don't let 1 person make it, it's better to make different ones. Maybe there will come ewok clan, or something. Link to comment Share on other sites More sharing options...
Pahricida Posted January 30, 2004 Share Posted January 30, 2004 Well Actually I build my models in 3DSMAX since it's somewhat uncomfortable making models with Radiant And Export them to ASE from Max ... The advantage in ASE Models is that you can have bigger models with more polys. Since MD3 Models are limited in their dimensions my trees wouldn't work as md3's not cause of the facecount but because of their height. 5 Trees done yet ... thinking about another 5 to come. But hey if anyone knows what Redwood leafs look like could you give me some Pics or a brief description? Well and of course my SPeederbike s also in the making New effects and sounds are added ... still need someone to finish the skin. Pahricida Link to comment Share on other sites More sharing options...
monsoontide Posted January 30, 2004 Author Share Posted January 30, 2004 OK - seems simple enough. The next question would be - where's the ASE plugin for MAX (I don't really use MAX if I can help it) and is it (The ASE plugin) compatible with 3DS Max 6? (Since some of the other Raven plugins aren't - at least last time i tried them.) Also HapSlash's stuff is great - but he (like me) models a lot of stuff but doesn't seem to get many of them "in-game". Anyone familiar with making weapons for JA (I mean blasters?) - or can point me in the direction of a tutorial on this - I've modeled the Scout Trooper pistol and would like to get it in game (Replace the old bryar pistol) for the Endor Map. As far as pictures of redwood trees - just go to http://www.altavista.com and do an image search for redwood trees - there's a couple of sites that have nice images (And even movie vs location as it is now) photos. Link to comment Share on other sites More sharing options...
Crangbor Posted January 31, 2004 Share Posted January 31, 2004 3: Bunker Battle Area (With AT-ST's & Maybe Ewok Gliders???) Please! No new vehicles. Alot of people are already struggling with maps such as Kotor Flight School, and Hangar12 and the like. Link to comment Share on other sites More sharing options...
Casper Posted February 1, 2004 Share Posted February 1, 2004 Dude those are some ghetto trees. Just use default JA trees. Link to comment Share on other sites More sharing options...
TK-8252 Posted February 1, 2004 Share Posted February 1, 2004 Originally posted by Crangbor Please! No new vehicles. Alot of people are already struggling with maps such as Kotor Flight School, and Hangar12 and the like. Then download a mod that expands the vehicle limit! This might help: http://www.lucasforums.com/showthread.php?s=&threadid=122130 Link to comment Share on other sites More sharing options...
monsoontide Posted February 1, 2004 Author Share Posted February 1, 2004 Dude those are some ghetto trees. Just use default JA trees. The trees in JA are NOT redwood trees and doing Endor without redwoods would be like doing Coruscant with rolling grasslands!!! Link to comment Share on other sites More sharing options...
A-WingPilot Posted February 1, 2004 Share Posted February 1, 2004 right ! Link to comment Share on other sites More sharing options...
A-WingPilot Posted February 1, 2004 Share Posted February 1, 2004 right ! And there MUST be new vehicles. Everybody is waiting on new vehicle, Everybody ! Link to comment Share on other sites More sharing options...
A-WingPilot Posted February 1, 2004 Share Posted February 1, 2004 Originally posted by monsoontide I've already made a scout trooper model (And pistol) and am just waiting on Keshire to run it through 3DSmax etc etc. Could do with the others though + an Ewok Why can you read 10/16/03 ??? Isn't it ready yet ?? Link to comment Share on other sites More sharing options...
monsoontide Posted February 1, 2004 Author Share Posted February 1, 2004 That was the date I took the picture. The Speeder Bike IS ready. The Scout isn't yet. Sometimes things don't progress as quickly as you might like owing to real life commitments. Link to comment Share on other sites More sharing options...
A-WingPilot Posted February 1, 2004 Share Posted February 1, 2004 I absolutely get it. Link to comment Share on other sites More sharing options...
Pahricida Posted February 2, 2004 Share Posted February 2, 2004 Well Max 5 and 6 should have an internal ASE export ... since ASE is ASCII based it can be used for many purposes. And Yeah I've done some weapon replacements. Basically you just have to model 2 Versions of the weapon one for first and one for third person view. The First Person Model should be exactly the same as the third person one except one thing: You should remove all unseen faces to increase performance Just load a Weapon from Raven, copy the tags and insert them in your model. Since a weapon doesn't need bones or such you can export the weapon as MD3 and convert it to GLM via MD3 View. Link to comment Share on other sites More sharing options...
Casper Posted February 2, 2004 Share Posted February 2, 2004 Coruscant has rolling grasslands? <-( Acting dumb. ) Link to comment Share on other sites More sharing options...
Zappa_0 Posted February 2, 2004 Share Posted February 2, 2004 Yea Casper and theres also Water Falls on Tatioone! LOL j/k! Link to comment Share on other sites More sharing options...
monsoontide Posted February 2, 2004 Author Share Posted February 2, 2004 Acklay vehicle BETA is released on pcgamemods.com Final version in development. Please read the readme for instructions & installation details. Link to comment Share on other sites More sharing options...
kmd Posted February 2, 2004 Share Posted February 2, 2004 well, when is this map due for release? any beta takers, and what trees have you decided on useing? Link to comment Share on other sites More sharing options...
[ONE]Mushroom Posted February 2, 2004 Share Posted February 2, 2004 I was just thinking how nice a Battle of Endor Siege map could be, and lo and behold, someone is doing one I eagerly await its completion. Link to comment Share on other sites More sharing options...
Pahricida Posted February 3, 2004 Share Posted February 3, 2004 one? XD I know of at least 4 ENdor maps in progress monsoontide's mine (http://www.jedi-knight2.de/forum/thread.php?id=19316 NOTE: German Page but still some Pics :>) -]RC[-Nokill's (http://www.jedimoves.com/ Look over at the request Section) Railback's (http://www.map-center.com/modules.php?name=Forums&file=viewtopic&p=16597) And I heard about 2 more maps ... but haven't seen anything yet But well ... mine will be the best no doubt Link to comment Share on other sites More sharing options...
monsoontide Posted February 3, 2004 Author Share Posted February 3, 2004 Yes... But are they SIEGE maps? Always good to have a selection to choose from. I'm still experimenting with various techniques to make it look like the forest goes off into the distance - will probably use one of those portal skies like on the hoth map. Check out the new quicktime video of Star Wars BattleFront to see how they're doing the trees and stuff - custom game engine though - it's harder to get it to work like that in the quake engine. I'm still thinking about catapults and log traps, though haven't worked out the best way to do them. Link to comment Share on other sites More sharing options...
[ONE]Mushroom Posted February 3, 2004 Share Posted February 3, 2004 Heh, well, that'll teach me not to pay attention Looks like I'll have a few to choose between then Link to comment Share on other sites More sharing options...
Pahricida Posted February 3, 2004 Share Posted February 3, 2004 ah I still didn't find any good pics showing Redwood Leafs ... Link to comment Share on other sites More sharing options...
monsoontide Posted February 4, 2004 Author Share Posted February 4, 2004 Will be posting some new pix in a new thread for the updated Bast Castle (SIEGE) map in the next day or so. Expect BETA testing positions to open in about a week or so. Will be needing some really hard-core testing for this map to try and play balance it! I'm a little concerned the objectives may be too easy. Or that there aren't enough of them. I have all the objectives working ('cept the one with the siege_item) and most of the main menu/objectives/map screen up and running now ('cept those stupid little icon things) - just needs a few tweaks. Still have to make some custom teams though. Link to comment Share on other sites More sharing options...
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