Eldritch Posted January 8, 2003 Author Share Posted January 8, 2003 ~Yawn~ Feedback on the map has slowed considerably, so these will probably be the last screenshots for a while (unless someone objects). The map is still being worked on, but I see no need to keep creating screenshots if no one wants to see them. New screenshots at the usual place here. Link to comment Share on other sites More sharing options...
wedge2211 Posted January 8, 2003 Share Posted January 8, 2003 I think it looks neat. The colored lighting in the later shots really adds to the atmosphere, great job. I can't wait to see what other sorts of details you can pull out in the great hall. If it helps, I specified in my City of the Ancients readme that other mappers may use my custom textures, so if you need some brick/sand/mud/adobe-like textures, feel free. CotA only needs to be posted on jkii.net... Link to comment Share on other sites More sharing options...
Klorel Posted January 9, 2003 Share Posted January 9, 2003 I Really like what you did on the texturing for that dome cieling. As far as screenshots go, maybe don't post as many, unless you make something we really haven't seen yet, but don't stop working on the project all together though, without the pressure to make screenshots this is easy to happen. One more thing i'd like to add is that the wall texture seems to repeat too often and too obviosly, perhaps try a larger texture with less contrast? just an observation I made, good luck to you. -Klorel Link to comment Share on other sites More sharing options...
Eldritch Posted January 9, 2003 Author Share Posted January 9, 2003 Originally posted by Klorel I Really like what you did on the texturing for that dome cieling. As far as screenshots go, maybe don't post as many, unless you make something we really haven't seen yet, but don't stop working on the project all together though, without the pressure to make screenshots this is easy to happen. One more thing i'd like to add is that the wall texture seems to repeat too often and too obviosly, perhaps try a larger texture with less contrast? just an observation I made, good luck to you. First of all, thank you for the crits. Second, as far as your screenshots comment goes... i'm way ahead of you. Those are going to be the last screenshots for a while. I think initially I did it because when seeing WIP I always like to see as much as possible, but I think enough is enough. I want to stress that although there will not be as many screenshots, work IS continuing on Hogwarts. I might just post one when someone requests it. I do agree with you on the wall texture, but please realize the map is not done yet - there will be a significant amount of alcoves and recessions that will be placed in the walls which should serve to break it up. If I think it still looks like it's repeating too much after that, then I'll change the texture itself or explore other options. Thanks again for your comments, Klorel. BTW, how is Mace doing? Link to comment Share on other sites More sharing options...
WhiteShdw Posted January 9, 2003 Share Posted January 9, 2003 Nice pics. One problem though, it looks like you applied the glass shader on both sides of your brush. This is not necesarry. I made the shader to show on both sides of the surface it's applied to. So you can just caulk the rest of the brush. Link to comment Share on other sites More sharing options...
Eldritch Posted January 9, 2003 Author Share Posted January 9, 2003 Originally posted by WhiteShdw Nice pics. One problem though, it looks like you applied the glass shader on both sides of your brush. This is not necesarry. I made the shader to show on both sides of the surface it's applied to. So you can just caulk the rest of the brush. Yeah, I realized that immediately and fixed it. The rest of the windows are done correctly. Thanks for bringing it to my attention anyway, though. Link to comment Share on other sites More sharing options...
Eldritch Posted January 10, 2003 Author Share Posted January 10, 2003 Added some more today. As of now, 3 of the 6 doors/hallways that lead from the Entrance Hall to various parts of the castle have been put in. No snags so far, but a couple of questions : 1. Does anyone know of a good tutorial on hint brushes? I don't need them yet, but I'm sure I will eventually, and there is a lack of a good tutorial for them. 2. Does anyone have (or seen) something that could work as a candle flame? I don't think that any of the fx_runners would work... i'm wondering about some kind of flare or shader, but I just don't know. Help/crits/suggestions are always appreciated. Thanks. Link to comment Share on other sites More sharing options...
SunBurN Posted January 10, 2003 Share Posted January 10, 2003 Looking pretty good! I don't know if this has been suggested yet, but if you have an xbox, GC or PS2, (I think they have it for PC too) rent or buy Harry potter and the chanber of secrets. EA did a really good job of recreating the the entire school from inside out including the outside grounds to the forest where you fight Aragog (the spider). You could use the game as a reference for your map. Just a thought. Also, It'd be cool too if someone could make a mod to go with this so you can fly around on the broom. Well just my two cents...keep up the great work! SunBurN Link to comment Share on other sites More sharing options...
Klorel Posted January 10, 2003 Share Posted January 10, 2003 OOOOOOO a Harry Potter MOD... thats something worth looking into. Good for this game too just change a lot of the force powers for spells and such, and the grappling hook addition could be modified even further to make it work like a broom stick, kind of a modification of No Clip (Me and my brother us it in moriaII to swing around like spiderman between pillars outmanuevering seeking rockets... you should all try it sometime). And the weapons could be modified to be a broomstick, Wand, Beater stick, or other stuff like floo powder (haven't read it in a while, so apologize for spelling) to transport you to random places in the map or something. Just some creative ramblings. back on topic: True Aru-Wen, other brushes would help to break up the repeating texture effect... good call. I don't know how much help these will be but: here are some shader tutorials: http://www.planetquake.com/polycount/cottages/qbranch/tutorials.shtml http://quake3.qeradiant.com/tutorials.shtml And the bottom of this page says something about hint brushes, although my brother (altimira) is more of a modeller than me and might know more about it: http://www.qeradiant.com/manual/Q3Rad_Manual/ch05/pg5_1.htm#brusheff and Aru-Wen, as for my mace, he's going well. I actually have a little bit I want to add to the model itself just to make it... cooler and I've been working on alternate skins for him as well. He's in game already and seems to animate just fine, but i'm going back to school on sunday and well... 20 credits doesn't leave much free time, but I will finish it sometime soon. Even more off topic is how do you get the "GREEN" glow around your name? I want a blue glow around mine... that would be cool... how do I go about doing that. -Klorel Link to comment Share on other sites More sharing options...
wedge2211 Posted January 10, 2003 Share Posted January 10, 2003 One of the yavin models is of a little yellow flickering torch thingy...you could maybe use that... And there's a dynamic light option to make the light flicker like a candle, right? Link to comment Share on other sites More sharing options...
Eldritch Posted January 11, 2003 Author Share Posted January 11, 2003 SunBurN - I already have Chamber of Secrets for the PC and have hundreds of reference shots. It's a great reference source, as you said. I will be putting in the grounds only if the rest of the castle doesn't eat up all the space. If the stage is too big, no one will play it. It'd be great for SP, though. Originally posted by Klorel and Aru-Wen, as for my mace, he's going well. I actually have a little bit I want to add to the model itself just to make it... cooler and I've been working on alternate skins for him as well. He's in game already and seems to animate just fine, but i'm going back to school on sunday and well... 20 credits doesn't leave much free time, but I will finish it sometime soon. Thanks for the links and suggestions, Klorel. A Harry Potter mod sounds good, but I lack the modeling/coding skills to make it a reality. Perhaps a staff could get it together? And 'floo powder' is the correct spelling, so your memory is still good. Glad to hear your Mace is going well. 20 credits is quite a full load of courses - I'm only taking 15 this semester, but I'm also working full time, so... As for the glowing usernames, you can get them in any color once you purchase the right to use them. You can buy the ability at the new Lucasforums Store (check the stuck Admin thread at the top of every forum for more details on this) - it's a steal at only 300 points (that's what the new 'Points' thing is for beneath your Post count). Originally posted by wedge2211 One of the yavin models is of a little yellow flickering torch thingy...you could maybe use that... And there's a dynamic light option to make the light flicker like a candle, right? Wedge, the Yavin model does have a little flickering torch, but it would stick out like a sore thumb here - it just doesn't go. There is a dynamic light option for flickering candle light, but I don't really like working with dynamic lights (they really kill fps). All I want is a simple looking shader or something that looks like a little candle flame because there are lots of candle sticks at Hogwarts... Link to comment Share on other sites More sharing options...
Altus_Thrawn Posted January 11, 2003 Share Posted January 11, 2003 looking very good...nice detail work. Link to comment Share on other sites More sharing options...
Eldritch Posted January 11, 2003 Author Share Posted January 11, 2003 I'm glad you like it, Altus. Link to comment Share on other sites More sharing options...
Eldritch Posted January 13, 2003 Author Share Posted January 13, 2003 *Yawn* I've got to stop staying up mapping until 2am. The map is progressing... i've just finished the hallway(s) connecting the Entrance Hall to the Great Hall (sure seem to be a lot of Halls/hallways in this place, eh?). Next I'll be working on the hallways to the Grand Staircase area, which is pretty much the center of the castle, and will contain all the various entrances to the different floors/areas/whatever you want to call them. Still haven't figured out a way to get the stairways to move, but I'm still testing out ideas. Would anyone be opposed to me using fixed staircases in the event I can't get them to move convincingly? After the hallway(s) to the Grand Staircase are completed and I throw in basic bot support, beta testing on this section will start. Should be sometime later this week. Link to comment Share on other sites More sharing options...
Chewie Bakker Posted January 13, 2003 Share Posted January 13, 2003 Originally posted by Aru-Wen *Yawn* I've got to stop staying up mapping until 2am. The map is progressing... i've just finished the hallway(s) connecting the Entrance Hall to the Great Hall (sure seem to be a lot of Halls/hallways in this place, eh?). Next I'll be working on the hallways to the Grand Staircase area, which is pretty much the center of the castle, and will contain all the various entrances to the different floors/areas/whatever you want to call them. Still haven't figured out a way to get the stairways to move, but I'm still testing out ideas. Would anyone be opposed to me using fixed staircases in the event I can't get them to move convincingly? After the hallway(s) to the Grand Staircase are completed and I throw in basic bot support, beta testing on this section will start. Should be sometime later this week. The Hogwarts map is looking NICE, Aru-Wen! I have faith in you: You should be able to get those staircases to move, but I won't be too let down if they don't. IT's lookin' really great! Keep it up! The Force will be with you, always. Link to comment Share on other sites More sharing options...
Klorel Posted January 13, 2003 Share Posted January 13, 2003 If you figure out how to get staircases to move like the movie let some Coders know so they might be able to implement that into a SWINGING door mod, Cause most places people model would look much better with swinging doors, and its a shame that wasn't built-in in the first place. If you could trigger the stairs to move that would be cool too, but random movement would be more movie like I suppose. good luck. -Klorel Link to comment Share on other sites More sharing options...
wedge2211 Posted January 13, 2003 Share Posted January 13, 2003 You could always just use func_usables to make them disappear and reappear. Or func_doors to make them move in straight lines. Link to comment Share on other sites More sharing options...
Eldritch Posted January 14, 2003 Author Share Posted January 14, 2003 Originally posted by Klorel If you figure out how to get staircases to move like the movie let some Coders know so they might be able to implement that into a SWINGING door mod, Cause most places people model would look much better with swinging doors, and its a shame that wasn't built-in in the first place. If you could trigger the stairs to move that would be cool too, but random movement would be more movie like I suppose. good luck. -Klorel Wudan has already written the code for swinging doors... anyone interested in it should ask him about it. My regular version of Hogwarts will not feature swinging doors, but the Saga version of the map will. That said, I can't use the 'swinging' code for the staircases because it would require the map to be played as a mod, and I'm not aiming for that with the regular release, so I'm searching to find a way around it. Originally posted by wedge2211 You could always just use func_usables to make them disappear and reappear. Or func_doors to make them move in straight lines. I could... but the problem is that the staircases at Hogwarts rotate rather than move in straight lines, and I'd rather have them not move then move incorrectly. I wish it was that simple, though. Link to comment Share on other sites More sharing options...
Klorel Posted January 14, 2003 Share Posted January 14, 2003 Well I've seen some maps and models include modifications with their stuff, like hilts and what not, is it possible to include the swinging door with your map and just have it automatically recognize that this is what it does? I know people don't usually like things that are extra and included that they didn't intend to download, but for this circumstance I think it would be worth it. Just a thought. -Klorel Link to comment Share on other sites More sharing options...
Eldritch Posted January 14, 2003 Author Share Posted January 14, 2003 It might be. It might not be. As you said, most folks don't like the extra stuff - they like to know exactly what they're downloading. If I can't figure out a way to get the stairs moving, then I might ask Wudan what can be done. As I said, though... the Saga version will definitely feature 'swinging' doors (and possibly stairs). Link to comment Share on other sites More sharing options...
Matt-Liell Posted January 14, 2003 Share Posted January 14, 2003 Nice Updates! Link to comment Share on other sites More sharing options...
wedge2211 Posted January 14, 2003 Share Posted January 14, 2003 I recall in the books the staircases just "changed," its only int he movies that they rotated. Artisitc license! Link to comment Share on other sites More sharing options...
Eldritch Posted January 14, 2003 Author Share Posted January 14, 2003 Originally posted by wedge2211 I recall in the books the staircases just "changed," its only int he movies that they rotated. Artisitc license! Artistic license is the easy way out, Wedge. While the book does only say that the staircases "change," the map is based on the movie and the books. I happen to prefer the way the staircases are depicted in the movie, so, naturally, I would try and make them that way. Link to comment Share on other sites More sharing options...
Chewie Bakker Posted January 15, 2003 Share Posted January 15, 2003 Originally posted by Aru-Wen Artistic license is the easy way out, Wedge. While the book does only say that the staircases "change," the map is based on the movie and the books. I happen to prefer the way the staircases are depicted in the movie, so, naturally, I would try and make them that way. That's a good point. Another one would be that the changing stairs wouldn't really effect a game of JK2 when they can probably over come with a level 3 (perhaps even level 2) Force jump. Still, it's attention to detail that made the masters great masters. The Force will be with you, always. Link to comment Share on other sites More sharing options...
Eldritch Posted January 15, 2003 Author Share Posted January 15, 2003 Originally posted by Chewie Bakker That's a good point. Another one would be that the changing stairs wouldn't really effect a game of JK2 when they can probably over come with a level 3 (perhaps even level 2) Force jump. Ah... you'd like to think that, wouldn't you? Link to comment Share on other sites More sharing options...
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