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duel_kamino


RichDiesal

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Posted

You know, you could have saved yourself 4 hours, and used bobtoolz polygon tool, in the plugins menu... it would take me about 45 seconds to do that platform.

Work Smart, not hard...

:max:

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Posted

Dude that looks very very cool and with the Jango Fett and Obi Wan skins out and then you releasing this level lol its goin to own are you making the little buildings under it like when Jango threw Obi Wan off?

Posted

just a thought, are you going to put those strange posts and lighting posts on it? the platform obi wan landed on didnt have them but the slave 1 platform did, and if you did, maybe you could have the smaller ones saber cutable (like the posts in The Ladder). and also, have you thougth about putting a hallway in the building and maybe the Fett's apartment? i mean it wasnt that big but it would still be very cool.:holosid:

Posted

GOOD TO KNOW SOMEONE REMEMBERED MY POST... HOPEFULLY YOU CAN USE THOSE SCREENIES TO BETTER YOUR MAP.... MIST/FOG AND A BLUE TINT IS A NECCESITY TO THIS MAP

 

HOPE ALL GOES WELL.....

 

HERE TO GOOD MODDING

Posted

ya sorry i didnt remember your name, didnt feel like searching through all the posts again to find it. ive been starin at your screenshots to try to see even just a hair of slave 1s interior.

Posted
You know, you could have saved yourself 4 hours, and used bobtoolz polygon tool, in the plugins menu... it would take me about 45 seconds to do that platform.

Work Smart, not hard...

 

Ain't he special?

 

BIG UP THE duel_kamino

Posted

i agree a little blue would be cool. also, think about adding a slave-1 prefab in the center? that would definitelly complete the map (especially if you could go in it). also, maybe have some ocean sounds in the background and an occational flying whale thingy scream, that would def. add to the mood. good work so far, looks amazing

Posted

#1 I'm using JK2Radiant so I don't have BobzTools and have no desire to use them. If it's oh so easy, why didn't someone else make this map in a couple of minutes?

 

If you didn't look to closely, also, notice that there are four levels of bevels to simulate the movie's platforms including 2 80 degree arcs to accomodate for the large rectangular area up top... on top of that, the outside bevel reaches above the platform itself to give that line of lights. Make it in 45 seconds with Bobz and send it to me so I can see if it's the same quality or something much more simplistic.

 

You can see the way the editor depicts it as of v0.3 at http://web.utk.edu/~rlanders/duel_kamino_edit.jpg

 

#2 Yes, stop with the Slave I talk. :p I may make a larger version of the map later to accomodate you Slave I people but that is a big might and much later.

 

#3 I am messing around with blue ambient lighting, so stop talking about that. :p It will be a little blue but not very blue (the screen captures from the camcorder edition of the movie in those screens isn't color balanced very well and makes it a bit more blue than it really was.)

 

#4 I am adding in all of the side lights, however, there will be no lower levels.. as is, the multitude of curves already make r_speeds around 9000 so I don't want to push it much higher than that. Remember, you hafta think about feasability with the engine so that the most amount of people will be able to play. Maybe in JK3. :p You will be able to see the light towers and smaller side areas in the next alpha version (i.e. next time I post screens)

Posted

great job on the map... looking good

 

 

 

 

repper no problem on the name deal.... i may have a pic of the slave one from the new ep2 vehicle manual

 

ill try and post in another thread

Posted

|O_O| How do you understand anything in Radiant lol to me that looks like a bunch of lines in circles and everything lmao but your a mapper im the player :rofl: good job so far it looks really cool

Posted

You know, for the first few alphas, when there was only the basic platform, the compile took 60 seconds.

 

When there was the basic platform with light shaders and a door... it took 5 minutes.

 

With the architecture complete, it now takes 5 hours.

 

Thus, two things.

 

First, anyone know of why compile times might have increased so much? It is specifically the lighting process that is taking the longest (as in 5 minutes for BSP and VIS and then 4 hours and 55 minutes for LIGHT).

 

Second, the final alpha should be released tomorrow some time at which point I will finally begin creating the multitude of custom textures needed.

 

If anyone already has some Kamino textures (blueish ones :D) then please let me know. :)

Posted

Just the default FullVis for the whole process...

 

And partially nevermind, apparently my system was just on crack at the time as this compile only took 1 hour 10 minutes.. Which is still a bit long, but acceptable for now. I think the compile times are getting insane because I have the lighted shaders within each other's light fields... meaning it's having to do some sort of crazy additive light. You think that was the problem fabrikashon, or something else?

 

As for the rest of you...

 

:: UPDATE ::

 

KAMINO LANDING PLATFORM v0.4 (Alpha)

 

Alright, the architecture is for the most part complete. I am still up for tweaking things (and I think I need to, but I'm not sure) so I'm coming to you people for advice. Remember, textures are not done at all and lighting is not tweaked to the new textures (since they don't exist yet), so don't comment on them. :p

 

Issue #1:

r_speeds are hitting at absolute maximum 12200 (with rain, not sure if this affects r_speeds or not). Is this too much for some of your systems to handle? Considering this is a pure duel map (at least in MP), there should be no more than 2 people on the screen at any one time, so that should be about as bad as it gets... in the SP version, there will (probably) be no more than five enemies or so at any one time. Is this too bad for anyone? Just curious, there are only a few things I can do short of removing parts of the level, but if that's necessary, I can see what I can do...

 

Issue #2:

Do the columns look the right size to you? I need LOTS of people's opinions on this. I've included a few shots of the relative size between the player and the columns so that you get a good idea of what it looks like.

 

If I match columns anywhere close to their current size to the way the movie's columns are organized (there were three sets) the platform looks VERY crowded and r_speeds go about 3000 points higher, so I scrapped the third column and changed the location of the other two. Do those locations look alright? It makes a rather interesting effect when someone jumps on top of the shorter one then the taller one and stares down at the other guy. :D

 

Anyway, I welcome any and all opinions but no one just go "That's all wrong." I want to know how it's wrong and what I can do to fix it that won't destroy framerate. :D

 

Also, no questions about adding lower platforms. It's not going to happen, the map is too complex with all those curves as it is.

 

http://web.utk.edu/~rlanders/kamino007.jpg

http://web.utk.edu/~rlanders/kamino008.jpg

http://web.utk.edu/~rlanders/kamino009.jpg

http://web.utk.edu/~rlanders/kamino010.jpg

http://web.utk.edu/~rlanders/kamino011.jpg

Posted

The columns and everything else looks great to me.

 

I just finally went and saw the movie last night and this is what I noticed.

 

For the railings that you have here -- http://www.stormpages.com/manquesa/1.htm

 

They should be rounded where they meet with the platform.

 

I threw together something real quick in Radiant to show you what i'm talking about -- http://www.stormpages.com/manquesa/2.htm

 

The bottom of the round cap should be a light much like all the other lights on the platform.

 

That's the only thing to me that sticks out like a sore thumb.

 

Keep up the good work.

Posted

Hmm... I think you just can't see them in those pictures. A closer image is at http://web.utk.edu/~rlanders/kamino004.jpg... is that what you meant?

 

Or would you like to see those light orbs at the ends bigger?

 

Or do I not know what you're talking about? :)

 

EDIT: Actually, I did forget to change the light housing at the very end, so thanks for reminding me about that, although indirectly. :)

 

EDIT 2: Ooh, I just actually watched my reference and know what you're talking about now. All fixed. :D I will post a screen after it compiles to make sure I fixed what you were talking about, though.

Posted

Jumping christ Rich. If I knew this is the kind of madness you were perputrating I would brained you in the IMAX during LOTR. bah, oh well, It's looking good, but when do i get to whoop you on it?

Posted

Oh god, don't harass people on this messageboard TOO. :jawa

 

:: UPDATE ::

 

KAMINO LANDING PLATFORM v0.4b (Alpha)

 

I believe this is the change Manquesa was talking about. If not, let me know. :)

 

(All other screens from the v0.4 update on Page 3 of this post are still valid, so go look at those and comment on them as well).

 

http://web.utk.edu/~rlanders/kamino012.jpg

Posted

Looks good mate :) How do you get your textures to light up from their own light emmitting source? mine dont want to for some reason, they only want to give off the light.

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