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duel_kamino


RichDiesal

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You mean the white centers? You hafta use alpha channels that tell the engine exactly which part of your texture you want lit...

 

If you want an example, look at the impdetention texturepak for the two textures lpanel6tuw and lpanel6tuwglow...

 

lpanel6tuw is the actual texture while lpanel6tuwglow is the alpha channel... meaning the white areas show where light should come from in the original texture. Alpha channel textures (like lpaneltuwglow) should only have black and white in them for that reason.

 

Then in the imperial.shader file, you can find the following shader:

 

textures/impdetention/lpanel6tuw

{

{

map $lightmap

}

{

map textures/impdetention/lpanel6tuw

blendFunc GL_DST_COLOR GL_ZERO

}

{

map textures/impdetention/lpanel6tuwglow

blendFunc GL_ONE GL_ONE

}

}

 

All you need to do is make your own texture and alpha channel and put them in this script... for example, if you had a "light" texture and "lightglow" you could make...

 

textures/mymap/lightpanel

{

q3map_surfacelight 300

{

map $lightmap

}

{

map textures/mymap/light

blendFunc GL_DST_COLOR GL_ZERO

}

{

map textures/mymap/lightglow

blendFunc GL_ONE GL_ONE

}

}

 

...and put it in your own shader. Voila, light emitting shader coming from the points you want it to. :D

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Quite welcome. :D

 

And that last pic is actually the single most complex point on the map (though I'm not really too sure why).

 

12200 is the absolute maximum that r_speeds get up to. You think it's too much considering this is a duel map? Shouldn't be any more than 2 enemies on the screen at any one time in MP and no more than 5 in the SP version...

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Originally posted by RichDiesal

You think it's too much considering this is a duel map?

 

Personally, I'd say yes. But triscount is not everything. Textures are as important. I had some maps running pretty well (relatively speaking) with r_speeds beyond 20k but with very modest texturing.

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You'd rather it just float there? ;) It does go down into the water, you just can't see the water all that well. :p

 

And hmm... well I don't think any of the textures I'll be making will be more complex than anything in Bespin... and the area where you fight the two Jedi in the pool hits r_speeds of about 17000... so I'm think it will be fine. :D

 

But I will beta test (not yet guys) with some people that have low end systems just to be sure.

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Originally posted by RichDiesal

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

 

Yeah that's more like it, it's not exactly what I remember it looking like, but i'm not gonna crucify you for it, maybe i'm just remembering it differently than it actually was. Where are you getting your reference material for this from, or are you just going on your memory from what you saw in the movie as well?

 

Anyway, it looks good, great work.

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I'm using an AVI version of the movie that I..uh..acquired..for the specific purpose of having reference material.

 

The movie itself is awful quality and I doubt I could sit through actually watching it but it is good enough to get information on architecture...

 

Also keep in mind that some aspects of the movie version have been sacrificed in favor of the level working at a decent framerate. :D

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The only option here is a different skybox (won't screw with framerate) and skyboxes that are any more than clouds typically look awful without other buildings in front of them.

 

If you find me a Kamino skybox that looks good, I'll put it in. :D

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i agree. your level kicks arse. 5 stars in my book, but wont be complete without the city in the skybox. perhaps you can just edit the skybox your using and add the kamino city on that one side. good job. hope to play in it soon (but dont rush it, better quality sacrificing speed still = happy gamers)

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Ehh, you gonna make the skybox for me?

 

For that matter anyone want to make me some textures? I've come to the conclusion that I absolutely suck at making textures, so I need some help. :)

 

If anyone would like to make what I need (and get proper recognition of course), please contact me as I would most appreciate it. :)

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It looks great! If you could get a kind of a shine effect off of it... make it look more glossy, like its wet, that would be perfect, but I'm not exactly sure how you would go about doing that. I'll think about it, and let you know if I come up with anything.

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Ah, thanks for the confidence boosters, guys. :D I'm just too much of a perfectionist for my own good.

 

That was the thing I was trying to get right... it needs to be more glossy looking so it looks more metallic but I can't figure out how to make that effect.

 

I do have Adobe Photoshop 7.0 if anyone knows of a good technique/filter for that sort of thing. :D

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You've probably thought of this already, but what about adding a thin layer of water on the surface of the platform. Then you'll not only have water to splash around in but it should make the platform look wet like it's supposed to.

 

Oh, and that texture you made looks great, keep it.

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