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Kalima Base (SP)


Gonkish

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This is still very early stuff... but I've been toying with SP again. The other map I was working on (underwater base) is dead, unfortunately. Couldn't do what I wanted with it, really.

 

Here's some earlier in-game shots:

 

http://www.massassi.net/ec/images/11778.jpg

 

http://www.massassi.net/ec/images/11792.jpg

 

http://www.massassi.net/ec/images/11231.jpg

 

http://www.massassi.net/ec/images/11230.jpg

 

http://www.massassi.net/ec/images/11290.jpg

 

http://www.massassi.net/ec/images/10298.jpg

 

Some of them are a bit old.. you'll notice some don't have the newer things I've added...

 

For more updated stuff, you're going to have to deal with Radiant shots, as this area is largely unfinished and will take a bit of time. Also, a warning for the 56k crowd, these shots are in the 200k a piece range... Again, some are older than others. The progression on this one is easy.. older shots first, newer shots after that.

 

http://www.jedilegacy.net/gonk/screens/jk2/gonkworks.jpg

 

http://www.jedilegacy.net/gonk/screens/jk2/gonkworks2.jpg

 

http://www.jedilegacy.net/gonk/screens/jk2/gonkworks3.jpg

 

http://www.jedilegacy.net/gonk/screens/jk2/gonkmeg.jpg

 

Questions? Comments? Flames?

 

[edit: added one more shot]

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Originally posted by lassev

Great shots. Are you going to port this to JA? I guess you can't finish this, before Jedi Academy is published.

 

Definitely going to be for JA. I'm not even considering JK2 for release. And yes, fortunately it will be quite easy to port (damn near painless according to Raven). And JA adds so much it's not even funny. Portal skyboxes most importantly. They need to release that game RIGHT. NOW. :) I just hope I can..sort of..define some things for the player. Notably the gender (gonna have to be male).. beyond that I'd let people choose what species they'd want to be (I think that limits the player to something like humans, rodians, and kel dor and maybe zabrak? Regardless of a Rodian speaking English and how weird that'd be. :p)

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I think it looks great. I personanly like that hangar looking thing with the spaceship and the big open part out to the sky box. I like the architecture and most of the texturing.

 

Also I have had friends that got the demo for jka and they have played jk2 mapd with no problems. The lighting is noticably better in jka than jk2 on one of my friends maps he made. it smothed out all of the dark lines from all the brushes he had lined up together, looked nice. The only thing is.. You have to put all the jk2 textures u ussed in the pk3 or it has the grey stuff cause the texture doesn't come with jka...duh....

 

Oh well looks nice. keep up the good work Gonkish:D

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Originally posted by Eldritch

There's a legitimate demo? All I've heard of is the [illegal] leaked beta that's been making the rounds.

 

It wasn't legal.. of coarse(sp?):D

 

He got it from a secret location that saddly I could not go to....

 

But it looks cool from the screens he gave me. the lighting in mp looks just as good (if not better) than the jk2 sp.

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Have you compiled these parts lately? Do you get good FPS? It's also good to remember that NPCs will slow the game down a bit, and big areas can contain lots of NPCs.

 

Yeah. I just read about the absence of any necessary porting. The original JK2 textures might be some kind of a problem, that's certainly true. Of course one could always copy the textures from JK2 to JA textures folder. But you can't really expect every map downloader to do that. Raven might give people a permission to include the necessary ones in the .pk3.

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Originally posted by lassev

Have you compiled these parts lately? Do you get good FPS? It's also good to remember that NPCs will slow the game down a bit, and big areas can contain lots of NPCs.

 

I'm going to do a quick test compile right now. I want to check on what's being drawn and where so I can hint accordingly, etc. So far my max polys has been in the 9k range, without hinting or NPCs, so I've been doing pretty well. :)

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Originally posted by Gonkish

Actually I think I only have about 7 or 8 JO textures in there.. the rest are evil_lair's, specifically from set 5 but a little from set 6 as well.

 

Where do those textures come from? I have a whole bunch in my texture list but have never found out where they came from.

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thats awesome... an idea, maybe, would be to add water at the bottom of the map, you know like its in an aquifer... i think that would make it look REALLY nice, since the architecture you have right now seems to fit well with that...

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Originally posted by Captian

thats awesome... an idea, maybe, would be to add water at the bottom of the map, you know like its in an aquifer... i think that would make it look REALLY nice, since the architecture you have right now seems to fit well with that...

 

Well, once I get off my rear I'll either add a small amount of heightmapped terrain, or just figure out a way to get a terrain model in there. That way I can make it appear as if the base is on the edge of a cliff, yadda yadda yadda... and then when JA comes out with its portal skyboxes I can give it even more depth. Should be fun.

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Some new in-game shots from a test compile.

 

12203.jpg

 

12204.jpg

 

12205.jpg

 

12206.jpg

 

12207.jpg

 

Taken on a 9800 Pro 128mb, 4xAA, 16xAF, if anyone was wondering. I need to fix the flares at the end of those pole things (as well as probably adding in an alphashadow to the latticework's shader), and work on lighting some more... as well as get to finishing the rest of the area.

 

EDIT: Here's the latest shot:

 

12215.jpg

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Very good FPS indeed. No need to worry at least if you don't load a lot of NPCs. I have a not-so-big hangar, which gives me around 100 FPS when empty, but with 20+ NPCs (stormtroopers mostly) the FPS will drop to 25-30 (at least when you actually see them - the architecture is somewhat forgiving). But then again, maybe you won't have such a bunch of NPCs at once.

 

Oh, and it's certainly purty.

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