Jump to content

Home

woo egyptian map for Jk2!


The Truthful Liar

Recommended Posts

Looky:

 

http://killerfxp.com/jk2shots/shot_egypt1A.jpg

 

http://killerfxp.com/jk2shots/shot_egypt1B.jpg

 

http://killerfxp.com/jk2shots/shot_egypt1C.jpg

 

http://killerfxp.com/jk2shots/shot_egypt1D.jpg

 

http://killerfxp.com/jk2shots/shot_egypt1E.jpg

 

http://killerfxp.com/jk2shots/shot_egypt1F.jpg

 

I only started recently, but I want to get some feedback wether I should keep working on this. How d'ya like the textures? authentic enough?

 

Also, umm... yeah I'll be adding shots the more I update the level

 

Cheers ;)

Link to comment
Share on other sites

nice texturing and brushwork, but I'd suggest finding some way to bind in the map so it just doesn't clip into the skybox.

 

I'm getting seriously tired of jk2 maps coming out where you can walk right up to the edge of the arena and stick your saber into the sky.

 

Either build a wall that you can't force jump over, or use a cushion brush to stop players before they get to the skybox, and put some minor details in the space between sky and cushion to improve the illusion.

Link to comment
Share on other sites

cool thanks

 

Spyque64: First 'right click' on your '2d view' area (wherever you want your new tree to be) and select "Misc" and then click on "misc_model". A box will come up for you to browse through folders and find a model. In this case 'GameData\base\models\map_objecs\yavin\tree05.md3

 

Good luck :)

 

Darkhold X: You have good instincts or a good eye, whatever it is - it certainly was a good guess. Yes my original intention was to work on an Aztec/Mayan culture theme, but I switched to Egyptian at the very last moment. Also I still have the mayan textures etc... and it doesn't hurt to mix a few cultures does it :p

 

Cheers ;)

Link to comment
Share on other sites

Xzzy: I know what you mean, and I don't intend to keep that skybox. This will eventually be half indoors/half outdoors with lots of area to move outside and there will be an underground section (more like caverns). Don't worry about the skybox and how you can walk into the sky etc..., it will be replaced and I will have something preventing you from doing that.

 

Thanks though :)

Link to comment
Share on other sites

Okay well.. I have a couple questions.

 

1. There are going to be some parts underground that will be Transluscent (foggy but see-through). How would I go about doing this?

 

2. If I want to make this map by the side of a cliff kind of environment, do you suggest that I bother with some sort of walls surrounding the area even though the jagged cliff will only be open to one side?

 

Also some explanations on how to get Clip brushes working to their max potential would be plenty helpful

 

Cheers ;)

 

[Edit: Oh hi fazer :) finally coming 'round the jk2 forums are we?]

Link to comment
Share on other sites

Nope, I agree the tree is mainly for decoration :)

 

New shots, few new textures and a New Skybox as well:

 

shot_egypt2A.jpg

 

shot_egypt2B.jpg

 

shot_egypt2C.jpg

 

shot_egypt2D.jpg

 

shot_egypt2F.jpg

 

(fun shot here: shot_egypt2E.jpg:))

 

So what do you think? Skybox Yay or Nay?

 

(I do know there's some more work to be done on the architectural side of the map and I will be adding proper lighting in the next few shots :fett: yet there's little I can do about the skybox, I'm not so good with those.)

 

Cheers ;)

Link to comment
Share on other sites

Why don't you use fog?

 

try here for tutorials on it:

 

http://ugg.codealliance.ca/tutorials/#Fog

 

For tranlucent brushes it'll be a shader.... In the "common" texture set I think it is there are some glass textures which are of course translucent. point at one of the glass textures and shift+leftclick it will bring up the shader. Then use that shader (with some modifications to make it more or less translucent... In the mapping trade it's called "fiddle with it") on another texture. If you don't know how to mess with shaders LEARN NOW. It took me a while to work out how to make textures to emit light just recently... I learnt alot about shaders in the process. 2 things:

 

1: The are tough to learn.

2: They are VERY VERY powerful.

 

This is good but if you as ignorant as me it will hurt your brain:

 

http://www.heppler.com/shader/

Link to comment
Share on other sites

Well I'm not a complete tool, thanks anyway :)

 

I know how to make/use fog as well as glass, yet that wasn't the point of my question. I'm not talking about adding glass or fog to my level iether, what I need is to have translucency on my own custom texture/shader (you'll see how it looks in my map if I ever get it to work). So for people who didn't understand what I meant there ya go :p

 

I'm not a wiz with Shaders but I am starting to get the hang of them, some more detailed help would be appreciated people - not begginers stuff :)

 

[Edit: btw I'm working on the interior now, looks very promising :D]

Link to comment
Share on other sites

Sorry dude, I didn't mean to sound condecending.

 

BUT

 

You did seem to miss the point of my post.

 

Glass is translucent, You can see it and you can see through it. So apply the glass shader to your custom textures and VOILA. As I said before you'll probably have to fiddle with it to get it right as galss is VERY translucent and you might want your textures to be less so.

 

Did I help that time?

 

Ya... reading again it DID sound condecending. But I'm SOOOO proud I got texture lights working I just HAD to tell someone.

 

:p

Link to comment
Share on other sites

lol okay :D

 

I see your point now, just look at the glass shader and try to apply that to my texture... didn't think about that even though I did the same for my skies sun, DOH! :)

 

Thanks, you really cleared my mind on that one now.

 

another thing... I had a couple other questions above concerning the base of the level as well as the skybox, any thoughts on that?

 

Cheers ;)

Link to comment
Share on other sites

Extremely happy to help :)

 

IMO:

 

Skybox: not bad, kinda chunky lo res looking, but alot of skys are like that (in real life too if you stayup long enough.... whoo) HOWEVER the mountains in the sky box are too low. In some of the shots closer to ground level, like mr. fett in the tree, you can't see any mountains at all. Now if you're gonna put some stuff, whatever it is, between the players and the skybox, they will look above that stuff and see lovely blue and not much else.

 

 

2. If I want to make this map by the side of a cliff kind of environment, do you suggest that I bother with some sort of walls surrounding the area even though the jagged cliff will only be open to one side?

 

Ok, you lost me there your legionness.

 

Before I end this post can I say what a wonderful darling human being you are?

 

I AM PRINCESS AMIDALA!

:amidala:

Link to comment
Share on other sites

Okay, updates: :)

 

I've been working on the insides of the egypt map now, it's progressing very well.

 

Outside is being re-done but will keep similar layout.

 

Map will be situated on a cliff edge so ... hehe it's cool :cool:

 

Now, j'ai un problem! =(

 

All of a sudden GtK's been compiling my maps and when I load them ingame... well its FULLY BRIGHT! :confused: I just started doing this so... mmm, I'm not sure why

 

Some help in this would be great so I can post up screenshots :)

(Oh, and no it's not my monitor or my game, I tested my earlier maps and the lighting is FINE so.. GtK's acting up on me now)

 

Cheers :evanpiel:

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...