starunner Posted September 7, 2002 Share Posted September 7, 2002 Hey everybody, I just wanted to put up some screenshots of my first JK 2 map, Coruscant Promenade. It's a Duel map, (though I may also release a Free For All version if it plays well enough) and should be ready to submit to JKII.net in a few days. http://starunner.150m.com/coruscant.htm Link to comment Share on other sites More sharing options...
~Rebel_Monkey~ Posted September 7, 2002 Share Posted September 7, 2002 i really like those custom textures! nice map Link to comment Share on other sites More sharing options...
buckman Posted September 7, 2002 Share Posted September 7, 2002 WOW! DAMN that map looks sweeet! i cant wait to play it! Link to comment Share on other sites More sharing options...
giganerd Posted September 7, 2002 Share Posted September 7, 2002 yes, very nice map! Link to comment Share on other sites More sharing options...
druid Posted September 7, 2002 Share Posted September 7, 2002 GREAT stuff man. Just by looking at it I instantly recall the scenes from EPII. Link to comment Share on other sites More sharing options...
keo718 Posted September 8, 2002 Share Posted September 8, 2002 VERY NICE! I've been waiting a long time for a good coruscant map. Is it big enough for FFA? You might want to add on to it for that. A single player mission in coruscant would be cool too. What other maps have you done? edit: If you need beta testing I am willing. AMD Athlon 2000+ 512 MB DDR Ram Geforce 4 Ti 4400 128 MB Soundblaster Live 5.1 Link to comment Share on other sites More sharing options...
Deetox187 Posted September 8, 2002 Share Posted September 8, 2002 WOW i too instantly recoginized the setting from Ep2, thats a hell of a nice map dude. Link to comment Share on other sites More sharing options...
Madjester46 Posted September 8, 2002 Share Posted September 8, 2002 wow man nice map.....i need to ask u some questions...cause ur obvioulsy better then me at it drop me a line at Madjester454@hotmail.com or contact me with my aim handle madjester45...i really need some ? answered about mapping.....and also where do u dl all these costum texters? Link to comment Share on other sites More sharing options...
starunner Posted September 8, 2002 Author Share Posted September 8, 2002 Thanks for the comments everyone. I'm glad I managed to capture some of that Episode 2 atmosphere. Keo- I haven't tested FFA yet, but I think it might just be big enough for a 1 on 1 match. *shrugs* not sure yet. I'll probably work on a bigger Coruscant Map somewhere down the road, though my next project will probably be a small single player project. (Although going from a Duel map to a Single-Player one is a pretty big leap) My other maps were for Half-Life, I'm guilty of the Canyon Oasis remake and the Blade Runner map. I'm pretty much done with Beta testing, but thanks a lot for the offer. Madjester46- Bearing in mind that I'm really no expert, feel free to email me at starunner@email.com if you have any questions and I'll try my best to help you. As for the custom textures, I created those myself. (Skinning and texturing are probably my better skills). The textures that feature in the level will be available for anyone who wants to use them once the level's released. Link to comment Share on other sites More sharing options...
Sine Nomen Posted September 8, 2002 Share Posted September 8, 2002 *blink* ... Wow... very impressive. Those textures are awesome... Link to comment Share on other sites More sharing options...
Bell Posted September 9, 2002 Share Posted September 9, 2002 very impressive work! do you have a home page? post the link.' the custom textures and lighting is superb!! Link to comment Share on other sites More sharing options...
keo718 Posted September 9, 2002 Share Posted September 9, 2002 Whats the setting for your single player map? Also have you sent this map out yet? Link to comment Share on other sites More sharing options...
_MoDeMbOy_ Posted September 10, 2002 Share Posted September 10, 2002 WOW......This Looks Awesome For Your First Map!! I Bet This Will go to the top of Downloaded maps!! Link to comment Share on other sites More sharing options...
Kstar__2 Posted September 10, 2002 Share Posted September 10, 2002 it looks awsome, and this is only your first map! wow! Link to comment Share on other sites More sharing options...
starunner Posted September 10, 2002 Author Share Posted September 10, 2002 Thanks again guys, though you ought to know that I have mapped before. This is just my first map for Jedi Outcast. Everything is pretty much finished, but I'm having problems implementing my custom sky. I was originally using the "bluelight" skybox to cast a nightime glow on the level, but now I'm using a custom skybox (nothing special, just a recoloured bespin), which works perfect apart from the fact that it doesn't emit light. (Even though I've copied the shader parameters exactly). I'm hoping to have it fixed as soon as possible. Keo - Nothing's concrete yet, as I'm still writing the design doc for my single player level. I can tell you that the story will be set a while after Luke's Academy is established (plenty of potential for new Jedi characters), but before the peace treaty with the Imperial Remnant. It's a period in the SW timeline that provides a lot of stuff to work with. Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 10, 2002 Share Posted September 10, 2002 Yeah, Bespin sky doesn't emit light. You need to put a 'q3map_surfacelight <value>' into the shader script. Say... somewhere after the 'qer_editorimage...' line. Link to comment Share on other sites More sharing options...
starunner Posted September 11, 2002 Author Share Posted September 11, 2002 Sorry, I meant that I copied the parameters from the "bluelight" shader (which does emit light). I only used the Bespin jpg's as a starting point for my skybox images, not the Bespin shader file itself. Thanks for trying to help, though. Here's what's in my "coruscant_promenade.shader" file: Can anyone spot any errors that might be preventing the shader from casting light? textures/generator/bcorsky_light { lightcolor ( 0 0 1 ) qer_editorimage textures/generator/bcorsky_light.tga q3map_surfacelight 35 sun 0.75 0.79 1 130 0 40 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/generator/bcorsky 512 - } My altered skybox images show up, so the shader works. It just doesn't emit light... I'll keep messing with it. If worst comes to worst I'll have to use a whole load of entity lights to make up the difference, I suppose. Link to comment Share on other sites More sharing options...
keo718 Posted September 11, 2002 Share Posted September 11, 2002 Im not a mapper but for the best results, I'd suggest creating a thread requesting help for this error. Or perhaps RichDiesal would know. You could send him a personal message. Link to comment Share on other sites More sharing options...
DarkLord60 Posted September 11, 2002 Share Posted September 11, 2002 Wow this is great would you ever consider working for us over AOTCTC well come visit our web site when it is back up or contact us or even we could contact you. We need your talent! Link to comment Share on other sites More sharing options...
wedge2211 Posted September 11, 2002 Share Posted September 11, 2002 I want a FFA version too. Link to comment Share on other sites More sharing options...
Leslie Judge Posted September 11, 2002 Share Posted September 11, 2002 Ah, OK. So, here is my idea: theoretically this game is a Q3 engine game. The engine is modified but who knows how much? I think the lightcolor and sun commands don't make any effect. Why I think this? Becasue I've never seen (until this moment ) that in any description I've read. Maybe I read the wrong descriptions. And if you look into the skies shader: lots of shader use sun, but in all the commented lines there is q3map_sun everywhere. Third thing is: Q3A Shader Manual. I hope something was helpful. Link to comment Share on other sites More sharing options...
buckman Posted September 11, 2002 Share Posted September 11, 2002 starunner: i have been working with Bryce5 a little bit, and maybe i could try to make you the jpgs for the skybox? i could try making it kinda dark like night time, with a thick cloudlayer pretty low from the ground...? -Buck out Link to comment Share on other sites More sharing options...
keo718 Posted September 12, 2002 Share Posted September 12, 2002 Do you have bot support Starrunner? If not I can do it for you. Link to comment Share on other sites More sharing options...
starunner Posted September 12, 2002 Author Share Posted September 12, 2002 Okay, problem solved. The shader script was actually fine, it's just that GTK Radiant wasn't recognising my cutom shaders, so when it came to compiling my surface parameters were being ingnored. All I had to do was add my shaders to the shaderlist.txt that Radiant reads from. There are still a few tweaks that need to me made, but everything seems to be working now and I should be submitting to JKII.net tonight. Buckman- I appreciate your offer, but I'm pretty happy with the skybox I've got. (You don't really get to see much sky anyway). FFA Tatooine is looking fantastic, by the way -great work. Keo- Funnily enough, I'm working on bot support now... though I'm not sure if I'll be able to get them to go onto the rooftop. They seem recluctant to use the "jump to" waypoints. I'll try my best to make the bot support as good as possible. Got any tips? DarkLord60- Thanks for the compliments, but I'm afraid I'm not looking to join a mod just yet. There are a few other projects I was looking to getting started on. Best of luck with your TC! Link to comment Share on other sites More sharing options...
keo718 Posted September 12, 2002 Share Posted September 12, 2002 Tips, not really. I just kind of "play it by ear" when I make the botroutes. Link to comment Share on other sites More sharing options...
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