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duel_kamino


RichDiesal

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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:

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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

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#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)

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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. :)

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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

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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.

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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.

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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

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