{xg}darthVADER Posted September 4, 2004 Share Posted September 4, 2004 *starts a riot* update update update! Link to comment Share on other sites More sharing options...
MadCow1989 Posted September 4, 2004 Share Posted September 4, 2004 woa you put UT2003 maps to Shame.... Great detail great Lighting just great but what models were you planning to use on the map from AOTCTC Link to comment Share on other sites More sharing options...
The Truthful Liar Posted September 4, 2004 Share Posted September 4, 2004 Just wondering... How long does it take to compile? Originally posted by Pontus90 i just saw that and i cant understand why it makes double posts... You can always go into your post by clicking the "Edit" button underneat, then check marking the "Delete" option at the top of your post and clicking on the "Delete Now" button. Double posts are usually caused by a server "hickup", where the forums will "spew" your post a second time, or even 3 sometimes 4 times. Just FYI. Link to comment Share on other sites More sharing options...
Pontus90 Posted September 5, 2004 Share Posted September 5, 2004 Okay thanks didnt know u could delete ur posts:) Link to comment Share on other sites More sharing options...
Codja X Posted September 6, 2004 Author Share Posted September 6, 2004 Okay, A quick little update (no screens yet though unfortunately): Have completed the scripting for my turbolasers and some general ambient effects and have nearly completed the exterior of the map. All that needs doing now is the internals of some of the buildings, optimisations to improve FPS and the rest of the scripting. To answer a couple of your questions though: The models i'm looking to use are: Clone / Arc Trooper Battle Droids Trooper Transport Those funny floaty tank things that the trade federation uses and finally: a decent Plo Koon model. I'll be asking/begging for these nearer the release date. In regard to multiplayer, I may release it once the architecture is complete, but it wouldn't really play that well - it could be made into a seige map (Republic vs Confederacy) but i'll have to look at that in future. And finally, it takes about 1/2 an hour to compile - I think there may be a bit *too* much detail Link to comment Share on other sites More sharing options...
The Truthful Liar Posted September 6, 2004 Share Posted September 6, 2004 Originally posted by Codja X And finally, it takes about 1/2 an hour to compile - I think there may be a bit *too* much detail A half hour isn't to bad, especially not for such a heavily detailed map like yours. I spent a long drawn out hour on the last compile I did for the Tower map. Compile times shouldn't be that long though... (Fixed some of the shaders, might compile faster now.) Link to comment Share on other sites More sharing options...
Codja X Posted September 6, 2004 Author Share Posted September 6, 2004 It's the light stage that kills my compile times - bsp and vis take about 3 minutes and the rest is all the light phase:roleyess: Link to comment Share on other sites More sharing options...
mergatroid Posted September 6, 2004 Share Posted September 6, 2004 The killer light stage, it seems to double (or triple) the compile time, it doesn't surprise me in your map though, with all that advanced lighting. Link to comment Share on other sites More sharing options...
GothiX Posted September 6, 2004 Share Posted September 6, 2004 Originally posted by Codja X It's the light stage that kills my compile times - bsp and vis take about 3 minutes and the rest is all the light phase:roleyess: Same goes for TTF. What compile switches are you using? Link to comment Share on other sites More sharing options...
Codja X Posted September 6, 2004 Author Share Posted September 6, 2004 Originally posted by mergatroid The killer light stage, it seems to double (or triple) the compile time, it doesn't surprise me in your map though, with all that advanced lighting. I wouldn't say it was advanced - in fact i've gone for a sledgehammer approach - no advanced shader lights (barring the sun) - just a sh*tload of point and spot entity lights - it is a LOT less hassle, cut's down compile times by a tremendous amount and I find it gives greater control. The only difficult thing about this approach is judging the RGB and Light values correctly, but even Radiant does a decent enough job a approximating it for you. I will definitely have some screens for you by the end of the week of a new section of map. Link to comment Share on other sites More sharing options...
wedge2211 Posted September 6, 2004 Share Posted September 6, 2004 Bah. This takes me 2+ hours to compile. Mostly cause I have to use -lomem or it will eat my computer. Link to comment Share on other sites More sharing options...
Codja X Posted September 7, 2004 Author Share Posted September 7, 2004 @GothicX: This is my compiling batch file for my end of day run: q3map2 -game ja -fs_basepath "D:/jk3/GameData/" -meta -samplesize 4 -v D:\jk3\gamedata\base\maps\%1.map q3map2 -game ja -vis -saveprt -v D:\jk3\gamedata\base\maps\%1.bsp q3map2 -game ja -light -fast -nocollapse -patchshadows -samples 4 -v D:\jk3\gamedata\base\maps\%1.bsp For an end of week run or if i'm going to make some screenshots I add -samplesize 2 for the bsp phase and -dirty to the light stage. I'm keeping the compile time down by adding "_lightmapscale 4" to the worldspawn and only "func_grouping" and "_lightmapscale 0.125" the brushes/shadows that need it. [tip] Also, if you copy q3map2.exe and all it's files into your Windows folder, you can use it in any folder in the command prompt. Link to comment Share on other sites More sharing options...
The Truthful Liar Posted September 7, 2004 Share Posted September 7, 2004 Originally posted by Codja X [tip] Also, if you copy q3map2.exe and all it's files into your Windows folder, you can use it in any folder in the command prompt. Now there's abit of info. :] Could be useful. However I do prefer using Q3Map2 Toolz... Link to comment Share on other sites More sharing options...
Codja X Posted September 7, 2004 Author Share Posted September 7, 2004 Yeah, i've had a go of the toolz, but it's not usually updated as fast as q3map2 and as i'm a freak for all the new features that Ydnar adds, it's usually quicker for me just to add a switch into one of my batch files:) Link to comment Share on other sites More sharing options...
Codja X Posted September 7, 2004 Author Share Posted September 7, 2004 Some more screens (WIP of the most severe kind though...): http://img26.exs.cx/img26/3774/shot99.jpg http://img26.exs.cx/img26/826/shot96.jpg Some reverse camera shots: http://img26.exs.cx/img26/5293/shot100.jpg http://img26.exs.cx/img26/7121/shot101.jpg It's a little dark and bare at the moment - this will be sorted by having lots of neon/holo signs, dangling cables etc. It's also making use of the -dirty switch as well, so if it's a little grimy looking, that's why Also, if you're wondering why the windows in the building to the left of the shot101.jpg look strange, it's because i'm currently experiementing with enviromental maps to simulate refections (albeit extremely blurry ones) (also posted on http://www.map-review.com) Link to comment Share on other sites More sharing options...
TheLiberator34 Posted September 7, 2004 Share Posted September 7, 2004 wow, nice job on the architure. And that sunlight definetely looks awesome, sorta hazy lighting. Just a suggestion, but I dont't think you need much more outdoor lighting. Other than that, awesome job dude. Link to comment Share on other sites More sharing options...
Alegis Posted September 7, 2004 Share Posted September 7, 2004 looks very nice, awesome lightning Link to comment Share on other sites More sharing options...
Skyfez Posted September 8, 2004 Share Posted September 8, 2004 Keeps gettin better! Only criticism i have is that the one building in the background behind the bridge looks too much like a modern day building that we might all see everyday. Sounds weird but it needs to look more Future like or star warsy lol IMO:cool: Link to comment Share on other sites More sharing options...
Codja X Posted September 9, 2004 Author Share Posted September 9, 2004 Originally posted by Skyfez Only criticism i have is that the one building in the background behind the bridge looks too much like a modern day building that we might all see everyday. Sounds weird but it needs to look more Future like or star warsy lol I know exactly what you mean by that - that building is a relic from an earlier build of the map when I was going for a Hong Kong /Tokyo style busy neon sort of street. As the architecture is gradually moving to a more classical style, it's going to get replaced, along with the one to the right of it. It's still a work in progress though, so keep your suggestions coming:) Link to comment Share on other sites More sharing options...
Codja X Posted May 4, 2005 Author Share Posted May 4, 2005 Update - changed the lighting and completed more of the city: http://img136.echo.cx/img136/9417/muun104ra.jpg The shuttle and speeders are temp objects until I can get proper Clone Wars era stuff into the game. Full WIP @ http://www.map-review.com/forums/viewtopic.php?t=1235 Link to comment Share on other sites More sharing options...
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