lassev Posted May 21, 2003 Share Posted May 21, 2003 rotate ( < 4320.000 0.000 0.000 >, 1000.000 ); Rotate values are absolute directions the entity will face, when the command is performed. Thus I don't quite understand the 4320.000 part of this command in your script, when a circle has only 360 degrees. Link to comment Share on other sites More sharing options...
master_thomas Posted May 22, 2003 Author Share Posted May 22, 2003 That would do it. 4320=some number of spins. instead, should I put 360 with a loop command? Link to comment Share on other sites More sharing options...
master_thomas Posted May 22, 2003 Author Share Posted May 22, 2003 Tried looping some 360 ones, but it still won't spin. Those who downloaded the beta (2), remember the room with the button that opens the hangar? I added some debris, including parts of the now broken display window things. This is all gensurf and clipping. Link to comment Share on other sites More sharing options...
Business_Eskimo Posted May 22, 2003 Share Posted May 22, 2003 I suggest that you add a few small lights (with like a light value of 40) to behind those panels, the shadpws are a bit... harsh. I like those chunks on the floor, they help add to that beat up sort of feel. I've never been able to figure out Gensurf... Link to comment Share on other sites More sharing options...
master_thomas Posted May 22, 2003 Author Share Posted May 22, 2003 It's easy when you ignore the things that you don't understand. Decimate will lower the number of brushes used, I think there's something called random seed, which gives you random patterns. Texture is self explanatory. That's all I figured out. The reason I did this was that the room seemed to unlike the original. I was unable to catch the feel of the original so I made it look beaten up. It's a short compile. The shadows make it look more like the only source of light is the map. I may make it flicker a little. As you can see, the fullbright is cleared up. Link to comment Share on other sites More sharing options...
lassev Posted May 22, 2003 Share Posted May 22, 2003 That would do it. 4320=some number of spins. instead, should I put 360 with a loop command? I don't know. Everything is fine as long as it works, eh? But still I must repeat. Rotate values are absolute directions. The command's name can be a little misleading, because you don't actually rotate anything in relation to its former position, but let's say its normal position, that is, the position it is in Radiant. So, if you rotate 360 degrees, your brush may not actually rotate at all, if it is already facing 360 degrees. You might try to split the full spin to smaller portions, like 120 degrees, and rotate it three times sequentially to get the full spin. It's not as easy a subject as it could be, but not as hard as it might be. I hope I made some sense, and didn't fool myself. Link to comment Share on other sites More sharing options...
master_thomas Posted May 22, 2003 Author Share Posted May 22, 2003 Oh, so, like 180, 360, 180, 360? That would make sense. Link to comment Share on other sites More sharing options...
master_thomas Posted May 22, 2003 Author Share Posted May 22, 2003 Wohoo! It works! Now I just need to tweak the spin and fix a few minor bugs. Link to comment Share on other sites More sharing options...
master_thomas Posted May 23, 2003 Author Share Posted May 23, 2003 No bugs anymore. Tonight, I'm going to run a final compile. Tomorrow, I will check to see if I missed anything. After that, I will redo the credits and readme. Finally, I will send it to pcgamemods and jk2files. Link to comment Share on other sites More sharing options...
lassev Posted May 23, 2003 Share Posted May 23, 2003 Oh yeah. I wish my map would also be ready. Good luck with the release. Link to comment Share on other sites More sharing options...
master_thomas Posted May 23, 2003 Author Share Posted May 23, 2003 I just sent it to pcgamemods and it will be up shortly. When it is, I will send it to jk2files. Link to comment Share on other sites More sharing options...
War Master Posted May 24, 2003 Share Posted May 24, 2003 What???!!! A single player map about to be released? Awesome! They are few and far between. Link to comment Share on other sites More sharing options...
master_thomas Posted May 24, 2003 Author Share Posted May 24, 2003 Yes, and all the mappers who are incredible architects/builders map multiplayer. Blood asp, Truthful Liar, etc. Link to comment Share on other sites More sharing options...
master_thomas Posted May 24, 2003 Author Share Posted May 24, 2003 It's officially out. (They've put it up on they're site). It took less time than I thought. You can find it at pcgamemods.com Link to comment Share on other sites More sharing options...
master_thomas Posted May 26, 2003 Author Share Posted May 26, 2003 I just wanted to point out that since I'm now a member of the OTTC and 've finished AoY: 1 and am well into number 2, I will be taking a break from the Attack on Yavin series. No updates for awhile. Link to comment Share on other sites More sharing options...
The Count Posted May 26, 2003 Share Posted May 26, 2003 I played it and minus the few cutscenes sorry but its little more than anyother JO SP Custom Level: Kill The Reborn, pretty lame if you ask me, it needs some originality in it, its nothing on some of the MOTS SP Levels. To Make A Good SP Level consult the DF MOD TEAM;) Link to comment Share on other sites More sharing options...
master_thomas Posted May 26, 2003 Author Share Posted May 26, 2003 The DF mod team has something to work with. Ideas are already done for them. They just need to put them there. I need to design such things, then put them there. Actually, most first SP maps don't even end. You kill all enemies and stay there until you quit. I gave custom credits at the end (brings you back to the menu as well), which most maps don't. Sure, it could never compare with some maps even for JK2, but it beats most first attempts. Link to comment Share on other sites More sharing options...
Shadriss Posted May 27, 2003 Share Posted May 27, 2003 You do have a couple of valid points, Thomas... but even so, after all the waiting we did, I think we expected something a bit more... substantial. That said, it is a good first map, considering. But Yavin 2 had better be something special, eh? Link to comment Share on other sites More sharing options...
master_thomas Posted May 27, 2003 Author Share Posted May 27, 2003 Of course it will be better. I'm not forced to try to copy the architecture of yavin_temple. Instead, I can make my own inventions of detail. Yavin_temple lacked details other than models and had very few things that could look really good if redone. My goal in mapping is to do things that few have done, especially things that I wouldn't be able to do in multiplayer, like the gun light, the cutscenes and other scripted events, etc. I just did a bad job on my first try. I want to be a revolutionary SP mapper. Once again, first maps are rarely any good if not terrible. Second are okay or good, but the third attempts are usually great. I'm going for first to be mediocre (which I guess describes it best), second to be good, and third to be wonderful. Any after that would probably be for Jedi Academy. From 1-10, 1st map is usually 2-, 2 is 3-5, and third is usually 6+. My goal is 1st:3- 2nd:4-6 3rd:7+. I'm pretty sure I've improved for number 2. I'm already well into it, so it won't be as long a wait, but I have more projects to work on, including prefabs for the OTTC and a smaller project, "myhouse" (really is modelled after my own house). I hope to finish myhouse in a month and then work on AoY2. Then, some more for OTTC (about a week). Then, it's on to AoY3. I don't know how long that will take. Link to comment Share on other sites More sharing options...
master_thomas Posted June 3, 2003 Author Share Posted June 3, 2003 Just thought I'd salvage this dying thread with some updates. The first room. Needs to be scaled down. The walkway. Needs some work because it seems cramped. A skylight. The sky shader emmits light for realism and because shader light seems smoother. Link to comment Share on other sites More sharing options...
master_thomas Posted June 11, 2003 Author Share Posted June 11, 2003 Come on, guys, I need some comments. I'm also now accepting ideas for this map, since I've got a creative block right now. Link to comment Share on other sites More sharing options...
Business_Eskimo Posted June 12, 2003 Share Posted June 12, 2003 Hmm, lets see.... it might help if you added a little more detail on the floor somehow.... perhaps something like a spot on the floor cut out, covered with a piece of glass, and some tubes underneath? Just an idea. Hmm, what else.... some statues and such may add a little bit to the bespin atmosphere. Finally, the wall texture looks stretched. It would be better if you had multiple textures on the wall. It would look better if you had a texture on the bottom, one in the middle, one on the top, etc. Link to comment Share on other sites More sharing options...
master_thomas Posted June 12, 2003 Author Share Posted June 12, 2003 You see, I'm going to scale everything down soon. The first idea seems cool and easy. Link to comment Share on other sites More sharing options...
Business_Eskimo Posted June 12, 2003 Share Posted June 12, 2003 Those angled pillar things look a little bland (the ones in the background first screenshot and on the left of the second). The 'basic' textures seem to look OK in the editor but don't look good in-game. It would look better if a more complex texture was put on it instead. Link to comment Share on other sites More sharing options...
master_thomas Posted June 13, 2003 Author Share Posted June 13, 2003 Okay, but I'm taking a break until June 25th. Link to comment Share on other sites More sharing options...
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