mcowart Posted June 6, 2002 Share Posted June 6, 2002 I'm working on a SP map of Hyrule Castle from the Legend of Zelda. It's not an exact copy from any of the games, it's more an inspired work. It's probably going to go in a mod with some other Zelda-inspired levels, but I need to learn how to script for SP before I even think of trying that. Here are some screen shots - The castle, when finished, is going to be much taller. Also, there won't be so much bare land around it, I was considering putting a village there, or if that ends up being too complicated, maybe some trees (or something ). All of the textures were made by me (including the skybox). I'm learning as I go (radient isn't nearly as forgiving as UnrealEd), but I'm seeming to get the hang of it. I just have a few questions - 1. I am having a terrible time trying to get the lighting right next to the columns. With the overhang, the skybox lighting won't show up. I've tried changing the the sun angle, but that just causes other problems. How would I go about realistically lighting that area? I'm not too happy with the current way I'm doing it. 2. How can I make a surface partially reflective, like a polished floor? I can't seem to find anything in the multiple shader tutorials floating around. I'm looking forward to getting input on this project (just don't tear me a new hole, I'm a n00b at this). Link to comment Share on other sites More sharing options...
Royal Posted June 6, 2002 Share Posted June 6, 2002 I like what you have done sofar. try playing zelda for the super nintendo, I liked how that castle looked with the mote and some tunnels hidden under brackable terrain. I got a remix of the zelda theme if you want it for the level music. -Royal Link to comment Share on other sites More sharing options...
mcowart Posted June 6, 2002 Author Share Posted June 6, 2002 try playing zelda for the super nintendo, I liked how that castle looked with the mote and some tunnels hidden under brackable terrain. I've played it (it's my favorite of all of them). I probably will incorporate some elements from it. (BTW, the enplaced gun that's on the castle in the first screenshot isn't going to be staying. Just imagine Link wailing on Gannon with one of those . Link to comment Share on other sites More sharing options...
ape2man Posted June 6, 2002 Share Posted June 6, 2002 Sorry for kicking in your but. But you need to get some quake 3 textures , you now the gothic textures. just look at Zelda : Ocarina of time. Becease the textures you now use just suck. Ore just rip some of Return of Castle Wolfenstein's textures those textures are great Link to comment Share on other sites More sharing options...
Drakewl Posted June 6, 2002 Share Posted June 6, 2002 you'll break the user license agreement using quake3 or other textures from companies that a not raven in jedi knight outcast you must see all those games, although using the same engine, segregated from each other, each one making its own revenue Link to comment Share on other sites More sharing options...
DannyJAllTheWay Posted June 6, 2002 Share Posted June 6, 2002 Lookin' good. Now you'll just need a Link model... Link to comment Share on other sites More sharing options...
King_Jay Posted June 6, 2002 Share Posted June 6, 2002 mcowart, hey dude any chance I can get hold of that sky texture for my map, looks like it would fit perfectly, much appreciated. Link to comment Share on other sites More sharing options...
mcowart Posted June 6, 2002 Author Share Posted June 6, 2002 Becease the textures you now use just suck I know. I'm no artist (I can't draw a straight stickman ) Does anybody know where I could find some good free textures that would fit the zelda theme? King_Jay: Sure. Here's the link http://comp.uark.edu/~mcowart/z_skies.zip Just give me a credit when you release your map If you need an example shader file, I can give you one of those too. Oh, and here are some more screenshots - I will probably have some updated shots later tonight. Link to comment Share on other sites More sharing options...
King_Jay Posted June 7, 2002 Share Posted June 7, 2002 Thanx man, not 100% sure if i'll use it but thanks alot dude Link to comment Share on other sites More sharing options...
Epimetheus Posted June 7, 2002 Share Posted June 7, 2002 I personally think you should model it off of the castle in Link to the Past, Hyrule Castle in TooT, or Ganon's castle in TooT. Or at least try to make it similar. And yes, your textures need a whole lot of work... Link to comment Share on other sites More sharing options...
ape2man Posted June 7, 2002 Share Posted June 7, 2002 Drakewl i thought becease its the same engine ( Q3 ) you coud use those texture's. But why not use some textures from raven's older and newer games like SofII. that shoud be legit. mcowart the best way to create your own textures is to take a digital camera and take pictures of castles ore stone formations, and then edit them with photoshop fireworks ore other programs. Its what every one does. TOTALY FORGOT try to load the yavin texture pak in your GtkRadiant Texture folder in your menu. those are gothic enuff. Link to comment Share on other sites More sharing options...
cabraswel Posted June 8, 2002 Share Posted June 8, 2002 That looks pretty sweet, man. Can't wait to play it. The only thing that's make it better would be custom made enemies (which I don't expect you to do... I'm just dreaming). I was actually planning on re-making the Hyrule castle level from Smash Bros. Melee (for gamecube) but with some more 3 dimensional-ness for FFA after I finish my current project. Maybe your excellent looking level will keep me motivated. Link to comment Share on other sites More sharing options...
mcowart Posted June 8, 2002 Author Share Posted June 8, 2002 I've done some more work on the level, here's a page with some updated screenshots - http://comp.uark.edu/~mcowart/shots/shots.html I redid some of the textures (ok, I modified some of the yavin textures), and I think it looks better than it did earlier. The castle is also taller (still not at it's full height, though). What do you all think of the new castle texture? Does it fit the theme very well? I was also going to try to put a small lake in the level, but every time I tried using one of the yavin water textures, the top of the water looked all funny (triangles galore ). Maybe it had to do with the water brush intersecting a patch mesh that I was using for terrain? I really don't know. A question for experienced mappers - Is it possible to make textures partially reflective (like polished marble)? I think it would really add to the atmosphere of indoor part of the castle. I'm gonna work some on the map tomorrow, but Sunday morning I leave for a vacation in Vegas , so I won't be able to work on it again until next weekend. Link to comment Share on other sites More sharing options...
Eagle_e7 Posted June 8, 2002 Share Posted June 8, 2002 Hi:) Originally posted by mcowart Is it possible to make textures partially reflective (like polished marble)? I think it would really add to the atmosphere of indoor part of the castle. Do you mean partially reflective as in shiny but without actually acting as a mirror? If so then i'm pretty sure that all you need to do is use the "mirror_floor2" texture and that should give you a nice shiny effect:) If you want it to actually act as a mirror then place a misc_portal_surface entity above the surface of your floor, but i havent actually tried that yet so im not 100% sure that works:) Hope this helps:D Link to comment Share on other sites More sharing options...
RichDiesal Posted June 8, 2002 Share Posted June 8, 2002 Will not work... a full mirror needs to be textured as "mirror" (maybe mirror1?) or portal with a misc_portal_surface within 64 units of its surface... however, there is a maximum size limit for mirrors, so you couldn't make a full floor out of it... and in any case, actual mirrors do hellish things to framerate. Link to comment Share on other sites More sharing options...
Eagle_e7 Posted June 8, 2002 Share Posted June 8, 2002 My mistake:D Link to comment Share on other sites More sharing options...
Russk Rijann Posted June 8, 2002 Share Posted June 8, 2002 This site has a massive selection of textures, the thing is they aren't even for games so they won't care if you steal them I think there for DIY or some other crap anyway heres the link: http://textures.forrest.cz/ It has Marble, Wood, stone, organic, metal and allot more! Link to comment Share on other sites More sharing options...
volrathxp Posted June 8, 2002 Share Posted June 8, 2002 Originally posted by RichDiesal Will not work... a full mirror needs to be textured as "mirror" (maybe mirror1?) or portal with a misc_portal_surface within 64 units of its surface... however, there is a maximum size limit for mirrors, so you couldn't make a full floor out of it... and in any case, actual mirrors do hellish things to framerate. he's right. and i couldn't get mirror_floor1 to work for some reason but mirror_floor2 would. watch what you do with those two textures though. mirror_floor2 tiles and it tiles ugly ass looking. it looks like floor plates pretty much. i'd do what rich is sayin and use maybe mirror1. that and mirrors do hurt framerates badly. also you can't do a full floor like rich was sayin there and you can't just go dropping misc_portal_surfaces everywhere for fear of it reflecting another mirror (which it cannot do, you either get a weird effect or it crashes the engine, i still need to test that one). anyways, have fun! volrath Link to comment Share on other sites More sharing options...
DukeSkywalker Posted June 8, 2002 Share Posted June 8, 2002 i think you must add many trees inside and outside the castle... and don't forget the yellow & red flowers!!!!!!! when i think at the castle of zelda 64: ocarina of time, there were 4 or 6 windows at the front side...! Link to comment Share on other sites More sharing options...
mcowart Posted June 9, 2002 Author Share Posted June 9, 2002 Some new screenshots - http://comp.uark.edu/~mcowart/shots/shots.html Thanks for the texture site, Russk. It's exactly what I needed. I am mainly working on the outside of the castle right now, but there are 2 shots of my first inside room. The pool is in a very early state, I was just seeing how the water shader I slapped together looks. The castle is at it's final height. Oh, and about the reflective texture thing, here is a screenshot from a little room I whipped up in Unreal Tournament illustrating what I mean - http://comp.uark.edu/~mcowart/shots/reflective.jpg Notice how the floor partially reflects the player model and the walls? Thats what I would like to do in parts of my level. In UT it's easy, and can be done with any texture (it's just a surface property). Can this be done in JKII? I know it would probably be a hit on the fps, but I would only use it sparingly. Thanks for the feedback everybody, it's really helped me out with this project. I'm going on vacation tomorrow and won't be back until Thursday night, so no updates for a while. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 9, 2002 Share Posted June 9, 2002 When you get back, I have a suggestion. If you can either do it, or find someone else to do it for you, you need to modify the skybox(or texture, whatever it is). Add the moon from The Legend of Zelda: Majora's Mask. That would be funny :lol: *tusken battle cry* Link to comment Share on other sites More sharing options...
Epimetheus Posted June 9, 2002 Share Posted June 9, 2002 Dear god, not the evil moon. It's like always having someone watching you. Why couldn't it be smiling and have some happy little dancing stars around it while it crashes into the planet and kill everyone? Oh, I see. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 9, 2002 Share Posted June 9, 2002 Yup, you got it! I loved that moon! Don't diss the moon!!!! Ok, that was a weird thing to say... *tusken battle cry* Link to comment Share on other sites More sharing options...
mcowart Posted June 16, 2002 Author Share Posted June 16, 2002 Hey everyone! I'm back from my vacation with some new shots! Here they are - http://comp.uark.edu/~mcowart/shots/shots.html Look at the bottom of the page. Some new things - I move the outer walls way out, to give the castle a larger courtyard. Also, I've done some more work on the inside of the castle. It looks pretty bland right now, but I plan on putting some custom models in it to spruce it up. Speaking of custom map models (not player models), how the fark do you get radient to open them? I've tried and tried again to get them in (using Milkshape, 3dsMax 4) and I don't have any luck. I even tried, using Milkshape, to import one of the premade game models and immediately re-export it without doing anything to it, but the stupid editor still comes up saying it can't open the model file. I've looked all over for tutorials, and can't seem to find one anywhere . Could someone who has done it before give me a step-by-step nothing left out tutorial on getting a model (preferably from 3ds Max 4, but Milkshape would do) into the game? I would be forever in your debt (and you'd also get a cred for the map ) I just don't think the level would look right without custom models. Speaking of, I'd love a link player model to go with the level. Anybody out there want to try it? Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted June 16, 2002 Share Posted June 16, 2002 Thats a really great castle!!! nothing wrong with it at all.... Link to comment Share on other sites More sharing options...
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