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Let's see if I can pull this off...


wedge2211

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[glorious praise]

 

Your the man, Wedge!

 

[/glorius praise]

 

Likewise. Mastery of the patch. :thumbs1: (various forms of praise)

 

About starcraft:ghost, you could still learn about the Zerg and Protoss from that. Even though it's a console game.

 

So Starcraft: Enhanced is a patch. JK2 1.02, 1.03, and 1.04 are patches, but they are constantly debated over which is best.

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Hmm...what do you mean, Legion? Frame rates, or the actual winding layout?

 

If it's the former, I think I have the problem solved. I've been able to block off several sections of corridors with hint/areaportal brushes, and surround most of the corridors with separate struct brushes, so each corridor/room is its own leaf node, or something along those lines. I've had some pretty good results with r_showtris 1 in SP tests, though there's one room that it likes to draw even when I'm on the other side of a closed door with a portal in it, and I can't figure out why...

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I mean actual gameplay, gunfire, range of weapons, usefulness of bunny hopping/raging, advantages of rocket over repeater or repeater over rockets, or do you plan to have this saber only? (I just got back today from Thailand, sorry if I seem slow.)

 

Edit: Looks very promising though. Exceptional work being done here for sure. :]

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Hmmm again. Good points there. I haven't tried this setup at all in a combat situation, but I definitely agree that it will result in a totally different style of play. Some of the tubes curve vertically quite a bit, too, and the few sharp bends will counteract rockets, etc. It's much more suited to saber/gun fights than long-range battles (in fact, I'm considering simply not including the rocket launcher...but I'll decide that for a fact when the time comes).

 

Usually, the tubes go pretty much straight without any sharp 90-degree bends, although most of them curve gently. There are also several rooms that, while still a bit constricted (especially in height), are fairly open. You might have some interesting ranged battles there. Also, explosives might be all the more deadly in Tal Erulanei simply because there aren't a lot of open areas...but then again, there are a lot of different ways to go from point A to point B. I'll see what happens! :)

 

[Edit: PS--Thailand! Cool!]

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Some updates...here you can see one of the two major corridors. I would put up images of the central open space (dueling area, heart of the a'Tal, whatever the heck it is, the only real big room in the map) but I'm having some mysterious trouble with a HOM on an areaportal-brush in a door. Huh. Anyways, without further ado...

 

shot0152.jpg

 

shot0153.jpg

 

shot0151.jpg

 

A little reminder: there will always be more screenshots on my site than I will post here.

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I'm maybe the only system shock 2 fan around here, so maybe its just me cowering in fear everytime I see these screenshots!

 

This is some of the most innovative use of architecture yet methinks, and absolutely no one can say "is that JK?" :D Great use of the Q3 engine all round. Looks really special :)

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Looks like conceptual art man.

 

If that was a piece of conceptual art it would be called something like...."Contemplating Light" or "Nature of Another" or "An apple made of nothing". Could even be the cover for a RadioHead album....

 

I use black with white lines, hmmm, white with black lines looks quite good.

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Originally posted by Kengo

If that was a piece of conceptual art it would be called something like...."Contemplating Light" or "Nature of Another" or "An apple made of nothing".

 

Uh...way too deep for me, dude. I just look at it and think, "This is a mess. I'm only half done. I wonder when I'll get a migraine?" But it's all worth it cause it looks sweet in-game. IMHO. :cool:

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I haven't made a final compile worthy of screenshots in a while, but I have a few pieces of news...mainly that I'm adding in some new details to old areas and the central arena is still evolving...looks different than that last screenshot...and I'm pushing ahead with a bunch of architecture, trying to get all the interior tunnels done before I go ahead and flood the thing with details. One other thing worthy of note, I said somewhere on page 1 of this topic that I might make a TerraGen tutorial cause a couple people asked how I made my sky for this map, and I actually did make said tutorial. It's on my site, you can link directly to it at http://wso.williams.edu/~jshoer/terragen.htm.

 

And now off I go to work on the thing some more...dum dee dum...

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I've read the tutorial. Very good job. :)

 

One comment: at the end you just mention the using of q3map_sun, but I think it would be better if you would show how to convert the TerraGen sun parameters to match with the game in the shader.

 

For test renders a value of 1 for the skylight iterations also a good idea (IMHO :)). Much less compile time.

 

And a warning at q3map_skylight would be also good: it works with q3map2 only.

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Originally posted by Leslie Judge

One comment: at the end you just mention the using of q3map_sun, but I think it would be better if you would show how to convert the TerraGen sun parameters to match with the game in the shader.

Erm...to tell the truth, I don't really know myself. :) I've always just played around with it till it seemed right...but if I ever find out how to convert it, I'll put it in there.

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Originally posted by wedge2211

Some updates...here you can see one of the two major corridors. I would put up images of the central open space (dueling area, heart of the a'Tal, whatever the heck it is, the only real big room in the map) but I'm having some mysterious trouble with a HOM on an areaportal-brush in a door. Huh. Anyways, without further ado...

 

shot0152.jpg

 

shot0153.jpg

 

shot0151.jpg

 

A little reminder: there will always be more screenshots on my site than I will post here.

:bounce3:

 

Make me an amphistaff model and I will dub thee Deity of jk2 editting :p

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Originally posted by wedge2211

Erm...to tell the truth, I don't really know myself. :) I've always just played around with it till it seemed right...but if I ever find out how to convert it, I'll put it in there.

OK, here... a helping hand :)

 

In terragen the 0 degree is towards the top of the screen and increments clockwise. In Radiant (and ingame of course) the 0 degree is towards the right side of the scrren and increments counter-clockwise.

 

So:

Terragen 0° = Radiant 90°

Terragen 45° = Radiant 45°

Terragen 90° = Radiant 0° (360°)

Terragen 135° = Radiant 315°

Terragen 180° = Radiant 270°

Terragen 225° = Radiant 225°

Terragen 270° = Radiant 180°

Terragen 315° = Radiant 135°

 

The elevation of the sun is the same in both programs.

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I REALLY wish that patches were VIS blocking...

 

I finished ALL the interior layout 'cept for the side pod. Now I'm just going around surrouding all the tunnels with caulk brushes so that it splits into leaf nodes and has decent FPS. But man, trying to approximate the shape of a twisty tunnel with just the edge and clip tools is difficult...

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Kengo, better run for cover again!

 

Well, pnut, I'd better be a deity cause I'm taking the vertex tool to hell and back. :cool: This isn't a yammosk in the middle, but it might be something vongish:

shot0168.jpg

(I'm still working on the dangly things. They're lamps or something.)

 

shot0165.jpg

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:drool1:

 

Nice double helixes. How many of these textures are custom? It looks like almost all of them.

 

I hope you don't get any stubborn errors like AKPiggot got on Party Crasher. It seems likely with all those patches:(. Do you have the exact count?

 

So far, it's curvy, detailed, and still looks very organic. :thumbs1:

 

Can you post a z axis(overhead) map of what it is now?

If not, how big is it so far?

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Originally posted by master_thomas

:drool1:

 

Nice double helixes. How many of these textures are custom? It looks like almost all of them.

Thanks. THe far helix is actually kinda messed up, but it looks all gnarled, which is just as cool. There are three standard JKII textures/shaders in there. colors/yellow, yavin/greenblock and yavin/water1. Not including things like caulk and hint.

I hope you don't get any stubborn errors like AKPiggot got on Party Crasher. It seems likely with all those patches:(. Do you have the exact count?

Yeah, I hope not...I think the only problem I might run into is FPS. I think the map averages 50-60 overall. I don't know how to get a patch count out of Radiant, suffice it to say that most of the level goes away when I hit Ctrl+P. ;)

Can you post a z axis(overhead) map of what it is now?

If not, how big is it so far?

Um...I could, but it would be pretty useless. I haven't increased the map's dimensions, only added stuff inside it. The overhead map just looks like the original one I posted, only with LOTS more patches inside the various pods. LOTS more patches. Like, the thing is so full of lines, it's just a black smear. You wouldn't be able to see anything within the mess. I can't, and I built the goddam thing. :D LOTS of lines. All over the place. *shudder*

 

Architecture 100% complete. What remains: light entities galore, details, and powerups.

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