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The Attack on Yavin series(SP)


master_thomas

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Originally posted by master_thomas

That's the problem with designs like the town you had, Kengo. We mappers must rely on what the player can't see to increase perfomance. If the player can see almost anything, we have a problem, similar to the problem both of us ahd with skyboxes.

 

You're right man, sometimes it's hard but you got to work within the constraints of the engine. Sounds like that flashign you got was down to all the extra stormtroopers Eskimo accidentally spawned in, so guess you don't need to worry about that now :)

 

Like Wedge says - you don't need stuff from the actual game. Man, I've seen downloads that are largely comprised of stuff that doesn't need to be there :)

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What extra effects? All that should be there (I think) is the bryar one.

 

Argghhhhh, another missing script? I must have forgotten to save the file.

 

If fightingkyle was there, the canera would have focused on the npc_kyle during the battle. Just a second, I'm going to try something.

 

Die and invincibility should not be there. Die only had a purpose at the beginning, but I left that out (didn't work too well), I never made an invincibility script.

 

Okay, not proud of that release. I'll post the remaining scripts.

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So far, one person has downloaded the scripts.

 

My house is becoming highly detailed and is all one node, but retains an fps of 50. MAybe when I add some models, it will go down.

 

Made a detailed lamp base. Once you get the hang of the simple patch mesh, it isn't as hard.

 

I must get good at the simple patch mesh. Most mappers with incredible architecture don't map SP.The members of the "Cult of the Simple Patch Mesh", led by Wedge, only map MP. I must become good at architecture.

 

Getting a problem with the water in the tub. Leslie has had it. The water is a liquid, but it appears as a black and white grid. I'm going to look it up after this post.

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KK, possible solutions buddy--I get the same darn water probs in all my maps and I have to play around 'till I get it working. Here are some *possible* solutions that have worked for me in the past:

 

1. Don't caulk a water brush. Ever. Who ever came up with that should be dragged into the street and shot. (ok, not really but for the sake of this post...) = )

 

There we go. I used caulk, but there are some other things in the post that I have violated, but people disagreed with those. (that is a run on sentence. Screw proper grammar [i'm a hypocrite. I dedicated half a good sized, post telling someone to use proper grammar. I truly hate hypocrites mroe than most other things)

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Still, only 2 people have downloaded (the site was down all day, so I'm not surprised).

 

I will talk little more of my house (the map).

 

Already joined jk2review.

 

I don't feel like doing any imperial installations. I'm going to start the dream sequence, but I'll need some textures. I may be wrong, but doesn't the PS2 startup screen have floating rectangular prisms that are transucent and colorful? I need something like that. Time for my first thread in the requests forum.

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All right! Now I'm back at business. I downloaded your scripts and I'm going to see through (at last) your beta2 with all the scripts included.

 

You had pretty much rooms and corridors in your schematics. If you are still considering mapping that all, I can only hope you haven't underestimated the need of details.

 

And an interesting (possibly) detail quite suitable for a non-linearity came into my mind the other day: You could perhaps have a big hall, and one way through would take you to the floor of the hall, the other way would just make you cross some bridge high in the air, close to the ceiling, with no way to make it alive to the floor or the other way around. It would make the player hopelessly ponder if there's a way to the rest of the place... I'm sure this is nothing original, but if I had any non-linearity (which I don't have) this would be one thing to include, just because it would also spare some work.

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I haven't even finished the walls yet, let alone, started detail placement. Don't worry. I'll have details and I've drawn out the nodes on graph paper and I like what I see. I don't really have to spare the details because the nodes will be small and many, which I may lengthen the vis process of compile, but will keep framerates up.

 

The showcase forum for My House is at the forums at jk2review.highrailjunction.com, but I'm in the mood for some scripted events, so I'm working on the dream sequence, where nonsensical things can happen.

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Well, the dream sequence is giving me two errors (only 6 brushes and 26 entities, mainly lights).

 

During the vis process, a new window comes up stating that Q3map2 has generated errors and will be closed by windows. Then, it moves right onto the light process.

 

Finally, when I try to play the map, Jedi Outcast just shuts down to the desktop, where it looks like it has a case of a fullbright-inducing leak. Everything is super bright.

 

On to good news: I finished every outer wall in Thew Attack On Yavin2, there are no leaks and probably never will be, and the only other structural brushes that I will need to make in the future are to break up nodes.

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Now that I saw all the level with scripts included (most of them), I can comment on a couple of things. Let me concentrate on cinematics this time. I think you should slower the camera movement in the beginning cinematic. It's quite fast, and thus not so realistic. Another point is the falling cinematic at the elevator room. You should perhaps hone the launching. Last time I played the level, I was still standing on the balcony, when some other guy, possibly a shadowtrooper or Luke himself, broke the elevator. The script launched and suddenly I wasn't anymore standing on the balcony, close to the ceiling, but falling through the hole...

 

And still another point. This one is about the ending cinematic. There's a pretty lenghty fighting sequence after you have pushed the button. Now, where did all those enemies come from? I though I had already killed them all (aided by the jedis). And how come that Kyle pushed the button in the control room and next moment he was fighting some shadow trooper totally elsewhere? Well, beside these logical things the ending fighting is a bit too long. After all, you cannot yourself do anything, yet you see Kyle fighting. The idea of the game is to let player fight, isn't it?

 

And one thing you must definitely change: The ships flying out. Change the point of camera view. I hope you won't be offended, but right now the straight from the rear view made the whole sequence look like South Park. There seemed to be no perspective what so ever. And add some engine noise to the ships.

 

Well, this was kind of negative feedback, and people always deserve positive also, but after all, this is but honing of the details. Keeping that in mind, you might consider replacing the Rodian snipers with storm troopers equiped with distruptors.

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Okay, I was actually just thinking about adding engine noise.

 

The ending cutscene takes place a small amount of time after you hit the button. I'll add an imperial craft and show the jedi jump down the hole. I'll also remove Kyle from the cutscene, focus the camera on Luke, and end the fight in half the time. After the half, the player runs over to finish the fight. Once all shadowtroopers are defeated, the very end will happen, now, where do you want the camera?

 

I'll make it so the breakable triggers a target_counter, which is also triggered by a trigger_once, on the elevator. The trigger_once will be inactive until you defeat the shadowtroopers.

 

 

I'll look into the sniper stormies.

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Thanks for the link, Kengo. I can count on your site for many of my SP modding needs. To be a productive mapper, you must learn to base your outdoor construction on grid 7. That's how I did the final floor and ceiling placement (60% of my structural brushes) in 5 minutes and the walls, in about 30 minutes of work. (I didn't work on that for awhile)

 

Strange, I don't feel as though I have productive habits, I always compile under the second final for Q3Map2, (sort of the bsp fullvis of the SOF2 compiler)my mouse has a weird problem in which it almost always automatically double-clicks, making clipping and selecting difficult, and I am easily distracted. I guess I just spend a lot of time on mapping.

 

Nice to see you on JK2review as well and look forward to seeing many other forum goers.

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