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WIP : Duel of the Fates MP, Version 2


Shadriss

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Originally posted by Shadriss

On the reactor beams : I think they ARE one piece. Those lines are being drawn where the fog intersects the glass. I'll check to make sure...

 

 

OK, sorry. But they look like they were out of two pieces and the upper was more detailed or a little thicker than the lower.

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Originally posted by Shadriss

It is intentional that you get killed if the doors close on you - I call it doing the 5 Terrawatt Shuffle. If Maul, Obi, ,or QUi-gon had been caught (right....) they would have been fried. So, too, shall you. :)

 

Yeah, those things aren't really even forcefields. There some kind of plasma venting systems that activates when the plasma build up in the tanks below the floor gets too high......or something. The whole reactor room is some kind of plasma mining facility i think. I still have to read my reference book properly.:D It would be even cooler if we could get some vaporize kill effect in there, like when you snipe someone. But that's not gonna happen.

 

Originally posted by Shadriss

On brick color : We're getting a lot of conflicting information on just what coloration those bricks should have. In screenshots and in the bokk, sit's more yellowish. In the movies, it's a darker brown/red/orange. We're trying to come up with something that is agreeable to all, but it's a tricky proposition. But, as always, we're working on it! :)

 

I'm gonna make a new brick set and i'll use a color that is in between the yellow and the color we have now. I'll just use some colored lighting to get the right effect in the seperate area's. Yellow outside, more reddish inside etc...

 

Originally posted by Shadriss

On the reactor beams : I think they ARE one piece. Those lines are being drawn where the fog intersects the glass. I'll check to make sure...

 

Noticed that too. Patches get drawn simpler in the engine when you get further away from them. When the fog cover the beams at a distance you can see it drawing a more squarelike shape where it intersects. If you get closer to it you won't see it anymore, but the fog is too high for that. So i'll just whip up a custom fog with a longer draw distance. That should fix it.

 

Originally posted by WhiteShdw

We're still planning that. Only we've hit a bit of a problem area with the pitroom. It's not drawing the mirror properly. So i'm gonna have to figure that one out first.

 

Well I figured it out already(that was fast ;) ). Some weird bug with textures deforming. Reset the floor textures and it's working now. Performance sucks, but it's pretty to look at.

 

Pic 5

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Originally posted by WhiteShdw

 

I'm gonna make a new brick set and i'll use a color that is in between the yellow and the color we have now. I'll just use some colored lighting to get the right effect in the seperate area's. Yellow outside, more reddish inside etc...

 

 

Well I figured it out already(that was fast ;) ). Some weird bug with textures deforming. Reset the floor textures and it's working now. Performance sucks, but it's pretty to look at.

 

Pic 5

 

Ah. That should satisfy everyone. Can't wait to see it.

 

And that floor looks awesome, but it might help performance if you just had the mirror effect around the pit, and not in the hallway with the plasma beams leading to it. Just a thought.

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Originally posted by JEDI_Anakin_S

 

Ah. That should satisfy everyone. Can't wait to see it.

 

And that floor looks awesome, but it might help performance if you just had the mirror effect around the pit, and not in the hallway with the plasma beams leading to it. Just a thought.

 

That wouldn't be accurate now would it? ;). And the mirror floor will be made available as a seperate pk3 with an extra shader file in it. You can choose for yourself if you want to see it or not. But I suggest high performance systems only. This way everybody can play the same map and the people with superior systems can have it look a bit differently than people without great systems.

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Originally posted by WhiteShdw

 

That wouldn't be accurate now would it? ;). And the mirror floor will be made available as a seperate pk3 with an extra shader file in it. You can choose for yourself if you want to see it or not. But I suggest high performance systems only. This way everybody can play the same map and the people with superior systems can have it look a bit differently than people without great systems.

 

While it wouldn't be accurate, you guys have taken other things and made them less than accurate for version 2... was just stating an idea. I've got a system that can handle the mirrored floors, so for those that don't, they still get a little mirror action and everyone's happy.

 

Originally posted by Wes Marrakesh

That would mean that you couldn't join a pure server that has the reflective floors if you didn't though.

 

Because..... that means that on pure servers, you either have it or you don't. If the host has it, you get it or can't play. If host doesn't, you don't.

 

Food for thought.

 

No it doesn't. The .pk3 he's refering to would probably just make the mirror effect active - which means that those without the .pk3 file can play with those that don't have it, so it's not a concern.

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Reminder to all Beta Testers - Testing ENDS tommorrow night! I need all comments by then so we can push forward to completion of the final version.

 

Anakin, just so I know, which ideas are you refering to that are "less than accurate"? If this is a referancec to the old arguement concerning weither or not a corridor goes off of the other big door in the Hanger, I thought we had closed it. If it isn't, PLEASE explain.

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Originally posted by Shadriss

Anakin, just so I know, which ideas are you refering to that are "less than accurate"? If this is a referancec to the old arguement concerning weither or not a corridor goes off of the other big door in the Hanger, I thought we had closed it. If it isn't, PLEASE explain.

 

I'm not refering to the old argument about the supposed hallway connecting it to the palace, so don't worry. :D

 

I'm talking about a few small things where accuracy got sacrificed to create (or improve) playability. Less energy beams in the reactor room, less platforms - that kind of thing. Don't get me wrong, I don't object to removing those things... I think the whole goal of this project was to improve on LDJs great map so that it was more easily playable. But I just figured that since some things were changed to swap playability for accuracy, that mirroring a smaller part of the pit room for the lower-end version wouldn't be a bad idea.

 

One more suggestion... before you release, I would shoot another beta to the testers where the lighting was finalized, just to make sure that's all up to snuff. Just a suggestion.

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And a good suggestion it is.

 

And actually, we didn't sacrifice ANY reactor beams or platforms. I put them all in, and still got fairly good FPS. :) I get your meaning though. However, in order to do it the way you suggest would mean coming up with yet another texture.

 

The way this is supposed to work is like this : That texture is, in and of itself, a shader. It attempts to referance shader script that will be in the "patch" PK3, and, when it doesnt find it, just appears as normal.

 

So, in order to create three variations (no mirror, partial mirror, and full mirror) we'd actually have to have two versions of the map, which kinda defeats the purpose of doing the shader as a seperate pk3.

 

I understand what you mean about giving at least SOME candy to the lower end systems, but... well... Unfortunetly in this case, it's an all or nothing proposition. *shrug*

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Even if i did just put the mirror in the pitroom only it wouldn't make a difference, because the forcefield corridor would still get drawn in it when you look in it's direction from the pitroom. Even if it did make a difference it wouldn't be very big. And besides the purpose of the mirror effect is really only to give eyecandy to those people who can handle it. People who can't handle it wouldn't even be able to, even if it was just in the pit room only.

 

And to Wes:

 

Jedi Anakin is right. As long as the patch is installed on the server you can choose to view the mirrorfloor by simply installing or removing the patch pk3 from your base dir. It's basically the same as models. If a server has a particular model on the server that you don't have, you'll just see Kyle instead. So if you don't have the patch in your base dir the map just uses the regular shader instead.

 

To JEDI_Anakin_S: Empty your PM box. I couldn't reply to your last message, because it was full.

Just send the the texture your talking about and let me know exactly what you want me to do with it. You should have my email adress.

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Originally posted by WhiteShdw

Empty your PM box. I couldn't reply to your last message, because it was full.

Just send the the texture your talking about and let me know exactly what you want me to do with it. You should have my email adress.

 

LOL :D, I cleaned it earlier today because someone else told me it was full too. It's all clear now. I'll send you an email with the pertinent details on the texture.

 

And Shadriss, I understand how the extra pk3 file will work. ;) Was just trying to represent the little guy. Ah well, my system can handle it... i'll be enjoying the mirror effects. :)

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Originally posted by JEDI_Anakin_S

And Shadriss, I understand how the extra pk3 file will work. ;) Was just trying to represent the little guy. Ah well, my system can handle it... i'll be enjoying the mirror effects. :)

 

Hehe, don't be so sure. In some areas the mirror will draw double the amount of tris, recommended for a ffa map.

 

I've done some work on the brick set and done some lighting. The bricks are more high res now and the color is a little different from before(a little less saturated). Still tweaking ligthing and color for the final effect.

 

 

Pic

Pic 2

Pic 3

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Totally sweet :D I agree with Anakin_S that is might still be a tad too dark, but that's a VAST improvement, looks great :)

 

First shot I've seen with the fighters in it too, you guys are making me drool ;)

 

Oh, I've got a Gig of ram in this puppy and my system has been tweaked to scream, bring on those mirrored floors ;)

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Originally posted by Toonces

heh, all mirror effects for me too ;) I've experemented with seprate pk3's for models quite a bit and I figured I'd just back you guys up and say that it DOES work, and quite well actually :)

 

Yeah, I know. Your Kit Fisto model gave me the idea :) . Those sounds were very well implemented.

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Originally posted by Shadriss

 

Now to the trickier subject - the Hanger textures.

 

The original texture, used by LDJ was, in two words, VERY BRIGHT. Also, that gold/yellow color is actually inaccurate. The color for those bricks is more a orange/brown color. So, we went looking for replacecment textures. We found one in another map, Naboo Hanger. We plugged it in, used it for a while. Then, WhiteShdw and myself decided it still wasn't quite right.

 

Using that texture as a base, , he modified it to more closely match the true color scheme of the brick works. The overall effect is better, in our opinions.

 

 

Well from these screenshots the texture seems closer to the original map, if a lot more dirty looking and a lot less bright:

 

http://www.vengeance-unlimited.org/Game%20Design/Images/hangerbattle2.jpg

http://www.vengeance-unlimited.org/Game%20Design/Images/hangerbattle3.jpg

http://www.vengeance-unlimited.org/Game%20Design/Images/hangerbattle8.jpg

http://www.vengeance-unlimited.org/Game%20Design/Images/obi34.jpg

http://www.vengeance-unlimited.org/Game%20Design/Images/duel5.jpg

 

Though I guess we'll have to see what it looks like when there's more light in there.

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I've been lurking this thread for quite a while and this map is going to be tip top when its released. i can't wait.

 

that said, every reference shot thats been posted here has appeared to have yellow bricks with brown crud on them, as opposed to the clay colored, red bricks that you have in the current version. I know this has been argued to death in this thread, but i have to throw my vote in that maybe you should try yellow bricks with brown in them for darkening. LDJ's version of the bricks was a little too bright, but i really think that the color was really accurate.

 

my only other question is have you given up on trying to put something in the middle of the hanger? It just seems so empty....

 

again the rest of the map is looking amazing. I really really like the pit room, it looks phenominally better than the original map's. You've taken a superb map and make it better than i could have imagined.

Great work.

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