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The Attack on Yavin series(SP)


master_thomas

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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.

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Tried looping some 360 ones, but it still won't spin.

 

11133.jpg

 

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.

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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.

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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.

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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;)

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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.

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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? :)

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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.

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Just thought I'd salvage this dying thread with some updates.

 

11269.jpg

 

The first room. Needs to be scaled down.

 

11268.jpg

 

The walkway. Needs some work because it seems cramped.

 

11267.jpg

 

A skylight. The sky shader emmits light for realism and because shader light seems smoother.

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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.

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