View Full Version : Shadriss' Diary: Expedition into Oddity
Shadriss
18-01-2008, 22:40
Greetings all. I know I'm a bit late to the party here (even after Mace... wow), but I figured I'd get my words in edgewise as well. Now that the RC1 release is done, I'll just mention in passing that the Star Forge duel map was mine. Play, enjoy, etc. And for those budding mappers out there, the map files and the like were included for your learning use.
That said, we're all looking into the future somewhat. In a players words, "So, what are we gonna see in the NEXT phase?" Well, obviously, more stuff. I can't speak for other people's stuff, but here's a peek at what I'm working on in my twisted little head.
Working Title : mb2_borleias
Location : For those who have read the X-wing series of books, the name should be familier. It is a Imperial held world, mostly agricultural, though it does serve as a sector headquarters. The Sector governor, one General Evil Derricote, is a bit of a genetic-engineering genius. This world was the last major Imperial held world taken by the Rebellion before the taking of Coruscant, and was used as a jump-off point for the Rebel Fleet, as well as Rogue Squadron, for that operation.
Concept : For those who were hoping this would be a Rogue Squadron ground mission (like CommTower, with Rogues instead of Wraiths), I must dissappoint. The Rogues were in the air during the taking of the world. Lieutenant Page's Commando unit, however, wasn't. What I envision here is a commando raid by said unit on the General's palace, in hopes of A) capturing the General or B) hacking into the planetary shields and bringing them down, allowing the Rebel fleet to begin occupation of the world.
Screenies : (Note that these are all in grey-scale, and the lighting preliminary. I only have the one room at the moment, but will be expanding it over time.)
[/URL] (http://img216.imageshack.us/my.php?image=shot0005bp8.jpg)
(http://img216.imageshack.us/my.php?image=shot0002cg0.jpg)[URL=http://img216.imageshack.us/my.php?image=shot0001wc9.jpg] (http://img216.imageshack.us/my.php?image=shot0006vm5.jpg)
OK, for the moment, that's really about all I've got. I tend to only work on one map at a time, unlike Mace of Plasma (may he map forever), but I try to make the one as good as I can. I'll be opening a WIP on this one at some point to get feedback on specific things in the map, but for now, here is as good as any.
Thanks for all the support you give both me and the team... it's still fun for me to work here, and you guys are a part of the reason why.
Wildebeest
28-01-2008, 19:09
*Bump*
Since I'm a little slow on the admin front. XD
Riles Lek
28-01-2008, 19:39
I like the architecture, very nicely done.
Shadriss
28-01-2008, 22:45
Wow... I was beginning to think it would never go up.
Well, as an extra bonus, I just got done taking some new in-game screens. I've built several new areas in addition to the original room you saw above. I'm not into the texturing stage yet (despite what a few of the coming screenies will portray), so it's still mostly grey-scale, but it'll be more than enough to give you an idea of what's coming.
For Info : I'm getting consistance framerates of around 200 (with nothing in the background running), and about 130 or so (with GTK, Rhapsody, and a few other minor programs in the background). I'm running a Athlon Dual Core (exact specs elude me at the moment...) with a GeForce 8800 660MB card, so I know that's a bit more than most people have. I do have one or two people taking a look at EARLY BSP versions to see what FPS is like on lesser machines.
That said... here's what we've got... Screenies, Round One.
[/URL] (http://img88.imageshack.us/my.php?image=shot0021qm5.jpg)
(http://img88.imageshack.us/my.php?image=shot0023ae0.jpg)[URL=http://img88.imageshack.us/my.php?image=shot0026ut2.jpg] (http://img88.imageshack.us/my.php?image=shot0025up9.jpg)
What textures you do see are mostly for the purposes of figuring out a overall style - those aren't the finals (I don't expect). Just so we is all clear on that. Round Two in mere moments...
Shadriss
28-01-2008, 22:47
ROUND TWO!
[/URL] (http://img88.imageshack.us/my.php?image=shot0027fe1.jpg)
(http://img88.imageshack.us/my.php?image=shot0029ob2.jpg)[URL=http://img88.imageshack.us/my.php?image=shot0031rt8.jpg]
Still have at least one or two major rooms to build and detail before I move on to texturing and lighting (both will happen at the same time, since I am a FIRM believer in shader based lighting.)
So, that's where this map stands. News updates as they are warranted.
@Wilde - thanks for finally getting this up...
The severe lack of textures is just creepy :p (yea yea, I know it's in greyscale, just an observation)
Place feels HUGE, almost JT style
Outside, those tiles, I hope they're placeholders and you're planning to give it more character (broken tiles, tilted tiles, misplaced tiles, different colored tiles, etc etc) ;)
UltimateCrouton
28-01-2008, 22:54
The severe lack of textures is just creepy :p (yea yea, I know it's in greyscale, just an observation)
Haha, it's Sin City.
Great looking map though, I can't wait to see where this goes.
Shadriss
28-01-2008, 22:55
No, not really. This is basically the Sector Governor's place... I just don't see him putting up with shoddy or broken tilework, do you?
They ARE a placeholder, as I mentioned, as are all the other textures you see (with the exception of te grass... that's final version).
MaceCrusherMadunusus
28-01-2008, 22:59
looking good shad, I suggest putting some lights under where the water is gunna go in the fountains (because some of them are rather dark)
Love the architecture though, brilliant :D
Might also want to try dotproduct2 or something for blending between the grass and the cobblestone... just a suggestion though (or a border)
Shadriss
28-01-2008, 23:00
Actually, while I hadn't considered DOT2product, I was a little concerned about that area... I've never really messed with that before, so maybe it's time I did... thanks for that. Of course, you realize, Mace, that you just volunteered to teach it to me, right? :)
MaceCrusherMadunusus
28-01-2008, 23:02
Yeah I do, I'll need to send you the version of that grass texture with an alpha channel... you are gunna have to add one to the cobblestone also. (that is if you have not already)
Metaguardian
29-01-2008, 00:25
This looks like a fun map Shadriss. Keep up the good work.:)
GoodOlBen
29-01-2008, 17:44
Needs more boxes to become a 100% mb2 map :p
Keep up the good work! :p
Victin Halcyon
29-01-2008, 23:42
I love that you're pulling ideas from the X-Wing series; they're the pinnacle of the EU for me. Looks great, keep it up.
Thats some pretty awesome brushwork there =)
Shadriss
31-01-2008, 23:16
Needs more boxes to become a 100% mb2 map
Ben, I hate to break it to you, but...
I HATE BOXES!
They are evil! So... "take-up-room-because-I-can't-think-of-anything-better-to-put-there". Also, they have no curves, and are tus the anti-thesis of my mapping style - curves galore. I like to think of myself as a master of the patch mesh. I also like to think that people will humor my ego, but that doesn't work out too well, some days.
Map continues progressing. I've got about three or four rooms in the middle of building, with three more after that.
More info : The FA will likely be Guns Only. Glowstick wielders, stay at home... "We don't want them here... we don't serve thier kind here."
Is this to say that some force abilities wont be in the map? Not at all. I see Sight 2 as being in there at a minimum (in the technological form of 'bio-metric' goggles or some such. After all... what's an assault commando team without nifty gadgets?
More as we progress...
I HATE BOXES!
Poor boxes. ^^
Can always fill space with other stuff. ^^
GoodOlBen
01-02-2008, 16:47
Ben, I hate to break it to you, but...
I HATE BOXES!
NOOOOOOOOOOOO! That's not true! That's impossible!
Well at least seek some ways to add in some cover as it seems so far that there is none o.o
The Swashbuckler
01-02-2008, 20:29
What Ben said. See Star Destroyer for an example of how to implement boxes as an important part of gameplay rather than just a way to keep things from looking plain.
However, one thing that Star Destroyer still doesn't quite manage is to have boxes that are an appropriate height for genuinely sensible use of cover. Giving players cover that's about crouch-height - such that, while crouching, it's just a little taller than they are - that they can shoot over while standing makes for far more interesting combat. Star Destroyer has a couple of pieces of cover like this, and they're a lot of fun to use.
Shadriss
03-02-2008, 04:41
I can't believe that I'm getting mapping advice like this. I mean, seriously...
OK, I'll make this brief, and then no more one it. I'm one of those people who map that I refer to as being in the "Reality" school of mapping - IE, if it belongs on the map, and makes sense for it to be there, I have no problem putting it in there. Boxes, in this case, do not meet this criteria. Think about what I've said this map is... where it is... it's location. In what major governmental building have you EVER seen a butt ton of boxes sitting around in the hallways? Never, that's when.
Why? Several reasons. 1 - Unsightly. No self-respecting Imperial Governor (or, in this case, half-mad megalomanic General) is going to permit boxes to be littering the rooms of his seat of power, except they be in a storage room of some kind, away from sight. 2 - Fire Hazards/Trip Hazards/General Safety issue. I know this isn't Earth, but with a beuracracy as enourmous as the Empire has, you know they have to have the equivalent... and those people would never allow this kind of buildup.
I understand your wish to have something to take cover behind. I bet that many is the time a group has attacked thier government and said to themselves, as they are advancing up the corridors, "Hey, you know what would be great? A bunch of boxes just lying around to take cover behind as we a re being shot at!" Then the rest would nod sagely, and make do with what is there. Why? Because that's the way it is.
I don't foresee any boxes strewn around the hallways and rooms of this map just for the sake of having cover. Between all the columns, walls, corners, and what have you, UI'm almost CERTAIN you can find something else to fit the bill.
In other news...
I recently remembered an older project from a previous co-worker using the name Patrick_H over on Map-Review (may it rest in peace). His last major working as a complete Lambda shuttle, interior and exterior. I thought to myself, hey... that would be a GREAT thing to have as the rebel spawn for this map! So, I contacted him, and, lo and behold, he still had it. I'm working on a few problems it still has (textureal problems, mostly) but as soon as it's in, I'll get some shots for you all to marvel and witness. So, Patrick, in case you ever drop in here, thanks a load for this. It's appriciated.
A few rooms still remain to be mapped out, but the layout is essentially complete. Again, more screens will be forthcoming.
Dirk Lightstar
04-02-2008, 00:37
Columns instead of boxes?
Shadriss
04-02-2008, 18:50
Columns are all over the place... no worries there.
Metaguardian
05-02-2008, 04:59
It would be amazing if for the first five seconds of the map, the Rebels were all inside the shuttle as it landed.:D
Shadriss
05-02-2008, 09:28
THAT, I can't do. First off, the Lambda just plain isn't big enough to carry more than a dozen and a half people... and to work as a full MB2 map, I'll need 32 spawns. Do the math.
Secondly... that would mean some scripting for the gantry that would be, at best, a big pain. At worst, I'm not sure it could work. The rotational factors alone would create a big headache.
Speaking of headaches...
I finally got the stuff in map, and realized that Patrick had a great interior for the shuttle... but 'cheated' and used a heavilly modified shuttle MD3 as the exterior. Really, it was meant for machinima purposes originally anyway, and for that, it would have worked. But not for a full combat map.
So, I'm building one from scratch using his interior as a base and the modified MD3 as a template. It's about 65% built, though I haven't even started on slicing up the textures (more likely to make newer hi-res ones) that will go on her. Basically, I have everything behind the ****pit mapped... including the wings, turrets, and gear. Once I have the ****pit put together, I'll get some screens together, but for now, I'm happy with how it's coming along... a definate improvement over the base Lambda MD3 (IE - Not Crap).
More as it comes.
one thing....where are the plats? you sai was a agricultural planet so where are those fields of radishes xD
Edit: i wants a shrubbery
Þahricida
06-02-2008, 18:39
It would be amazing if for the first five seconds of the map, the Rebels were all inside the shuttle as it landed.:D
Hell no!
Remember Hoth?
The shuttle was annoying because people tended to screw around and tk before it touched down.
@Shad
Why not a Sentinel instead of a Lambda? :p
Hell no!
Remember Hoth?
The shuttle was annoying because people tended to screw around and tk before it touched down.
@Shad
Why not a Sentinel instead of a Lambda? :p
Or why not make it 'feel' like your in a shuttle thats moving, but your not?
Þahricida
06-02-2008, 20:57
I don't like the idea of having to wait after the round has started at all.
Yea, just have the ship land in the intermission.. like on B17 tatooine..
Oh.. and Shad.. if u dont add boxes (i understand the reasons) simply add plant pots or similar.. just add some kinds of cover
master yoda
07-02-2008, 00:18
I like where this is going, I'll be looking forward for more news on this map and screenies.
Easier to do it like in Comm Tower. You spawn on the ground and see the ship leaving at round start. Gives you the illusion that you came with the ship.
Shadriss
07-02-2008, 09:07
@ Pahricida: Lambda because A) I had a good interior layout to go with it, based off of screenshots from the movies and a few other sources (such as the set construction photos), B) I had an MD3 to enlarge to create an accurate exterior, and C) I have no idea which one a Sentinel is anyways.
@ Yzmo and MODsec: Assuming that the FPS will support (which I won't know until I start shadering and texturing) I'd love to get some greenery in there. However, and this is important, there are next to no decent plantlife MD3s. I can do a lot of things with brushes and patchmeshes... organic plant life is not one of them.
That said, if you can direct me to some decent potted plants and decorative hedges or bushes in an MD3 format, or are able to create such into an ASE or MD3, I'd be more than happy to use them... given the FPS condition.
@ All who want the shuttle to move: I'll consider this more once the rest of the map is put together. Most likely, it would happen during the intermission, with a short landing sequence. That would make the whole thing simplest, but it's getting WAY ahead of where I am in the process.
Speaking of the shuttle, I've got the build itself done (minus, possibly, a small height adjustment on the landing struts... it seems a little high off the ground atm). Texturing is going to be a pain, since I won't be using the low res crap that comes off the MD3 skins. So that's going to take a while, since my texture creation abilities are hardly the best.
I'll get some screens up tommorrow, when I have time.
Þahricida
07-02-2008, 12:26
The Sentinel is the bigger Lambda used in Commtower. But I thi nk you should stick with the Lambda if it already took you hours to get it right. :D
Shadriss
07-02-2008, 22:24
Ahhhh. Never knew the official designation of the Assault Shuttle. Interesting.
Now, as promised, the pics I have of the Lambda. It's all grey scale (just like previous screens for this map) but it's more than enough to get a feel for it's look. This will be post 1 of 2, as I've got more images than a singe post allows.
Again.
[/URL] (http://img215.imageshack.us/my.php?image=shot0039go1.jpg)
(http://img215.imageshack.us/my.php?image=shot0041ff5.jpg)[URL=http://img215.imageshack.us/my.php?image=shot0043wj2.jpg]
Shadriss
07-02-2008, 22:26
And the second round...
[/URL] (http://img215.imageshack.us/my.php?image=shot0044zi4.jpg)
(http://img215.imageshack.us/my.php?image=shot0046ik6.jpg)[URL=http://img215.imageshack.us/my.php?image=shot0048ct5.jpg]
Still one or two things to tweak here and there (The command console up front needs some work still, as does a small potion of the side of the ****pit), but that's mostly the final form. Textures and the like will follow eventually.
As usual, comments welcome.
Juggernut
08-02-2008, 14:54
Thats sick man, you are wayy good at brushworking.
And all these small ideas, awesome.
I kinda like the greyscale, i hope that textures wont ruin this map.
Shadriss
08-02-2008, 16:21
Actually, I did some more work on this last night. After poking around, I made a few changes to improve it's look even more.
First, the ride height got reduced by about 32 units (About half a player model height). The distance between the ground and the bottom of the shuttle is now about two player heights. The landing struts look a little squished now, but not too badly, I think. I may scale them down a little bit, but then again, I may just leave them as is now.
Second, I changed the look of the outside edge of the main fusalage. In the screens above, it's a straight brush with two angled cuts to create a 'curve' on it. I replaced it with a series of patchmeshes that not only make them genuine curves, but also give it some slot definitions for tracks that the side wings will travel in when reconfiguring from langing to flight modes. Small detail, but an important one, I think.
And finally, I made some major changes to the ****pit area. Aside from fixing a paif of brushes on the side of that area on either side that weren't lining up properly, I made a hard decision... and removed the interior of the ****pit entirely. I just could not make a decent command and control setup that looked convincing in the space.
Since I don't see ground troops having a need to get in there during combat (IE, during the map), I blacked out the windows and placed a door in the doorframe to seal it off. So, any pictures you see of the ****pit are no longer valid. Sorry here guys... it just didn't look convincing. Not even if you tilt your head to the right and squint.
I'll be giving it another once over for more details (engine areas mostly on the back side, which is still pretty flat and featureless) before I port it into the main map and continue that build.
Pada V4.5
09-02-2008, 11:54
Whats the word that is censored with the **** ? o_O
Riles Lek
09-02-2008, 12:27
Whats the word that is censored with the **** ? o_O
c ock + pit = ****pit
lol
Is this to say that some force abilities wont be in the map? Not at all. I see Sight 2 as being in there at a minimum (in the technological form of 'bio-metric' goggles or some such. After all... what's an assault commando team without nifty gadgets?
But the goggles! They do nothing! :x
Shadriss
10-02-2008, 09:36
Not the actual goggle items... as you point out, useless. I mean more in the terms of Force Sight 2, on a timer. Kind of like on CommTower and a few other maps, except it won't be on permanently. If I can set it up that way, anyhow.
OK, more news on the shuttle. As I was putting the finishing touches on it's details, I noticed a few things. One, I hadn't built some of the componants correctly. Two, I'd built it longer on one side of the centerline than the other, so it was looking... lopsided.
So, I rebuilt it. Again. Correctly. LOTS more detail on it, so we have a spakin' good looking ship at the cost of only six-hundred some-odd brushes. Not bad, considering.
I did a bit of research into the shuttle interior layout, and no two sources really agree. All that we can really say for certain is that the standard version (I'm not using screens refering to either Vader's or Palpatine's shuttles, as I expect both would have been modified variants) can hold, at a minimum, 11 commandos (based on screens on Endor, just after the Tyderium landed). We can also tell that they are in side mounted seating (you can see a head or two bobbing around in the background). So, based on those numbers, I've created a layout that holds 12 troops in 2 rows of six along either side. Adding in the pilot and crew (another six), we're looking at about 18 people on the shuttle.
If I redid the interior slightly, I could probobly fit another 8 seats in there, but I prefer the setup I have now, as it makes more sense to me. But, meh...
I've also been trying to see if there is any real color scheme to the thing, but it appears that, aside from the exhaust for the engines themselves, the whole thing is in Imperial White... which means I may put still more detail on the wings and such instead of textures and then just make a haze grey to apply to the whole thing. With a few small variants for places that have smaller details that textures could easilly handle. So, in short, texturing the thing may not be nearly as difficult as I'd originally envisioned.
Who knows... two, three days from now, it may be fully textured. For now though, new pics of the new incarnation.
[/URL] (http://img150.imageshack.us/my.php?image=shot0049dm7.jpg)
(http://img150.imageshack.us/my.php?image=shot0051cy1.jpg)[URL=http://img150.imageshack.us/my.php?image=shot0054sp5.jpg] (http://img150.imageshack.us/my.php?image=shot0053cf7.jpg)
Note that the landing gear has changed dramatically. I decided to rebuild thier design from scratch, as I can't seem to find a good shot of them in the movies. The ones I had were kinda monsterous, really, and didn't have a prayer of fitting inside the main part of the ship when retracted. I've designed this new one to allow that. It's not QUITE finalized, as it still looks a little flimsy, but that's the essential design I'm going to use.
As usual with me, a second post for further pics to follow.
Shadriss
10-02-2008, 09:40
And here are the rest of the shots. I included a pair of closer detail shots of the main fusalage foreward and aft, to show you how much is already there. Again, I may very well build all the details onto the winds themselves (panels, lights, etc.) and not worry about making those texture based... it would certainly be easier from MY standpoint, anyhow.
[/URL] (http://img150.imageshack.us/my.php?image=shot0060yi5.jpg)
(http://img150.imageshack.us/my.php?image=shot0058hc2.jpg)[URL=http://img150.imageshack.us/my.php?image=shot0055hu1.jpg] (http://img150.imageshack.us/my.php?image=shot0056vb7.jpg)
It hasn't been asked yet, but I know it will eventually, so I'll answer this now. Yes, this map is going to be released seperately as a prefab. Probably through JK3files, since that's where I release all my stuff these days (excepting mb2, obviously). So, once it's done, not only will the other MB2 team members be able to make more use of this staple of Imperial Transport, but so will any other young and budding mappers.
Comments?
looks good enough to be a model, well done! :)
MaceCrusherMadunusus
10-02-2008, 18:36
Shad, I love the detail on that thing.. its just amazing as always, but now I am HUGELY worried about the FPS in your map. The area I'm assuming you are gonna put it in wasn't as stellar as some of the other areas... But, I guess we will see.
I hope it works right because I'd hate to see you have to lose some of that detail.
Ohh and I may have something the commandos can use as goggles that makes more sense, you may have to tweak it a bit tho :P (If you got my message the other day on Xfire)
Shadriss
10-02-2008, 21:52
If any detail is going to be lost, it'll be in the map itself, not on the shuttle. I've spent WAY too much time on it to cheapen it any. :)
And as to your goggle thing you sent, that may very well work. Of course, it depends on how well it gets implemented in code... we'll have to see.
I've added a few more details and fixed a few more inaccuracies. I'll start texturing the thing soon, and once it's done I'll post new pictures. Then, it'll be back to the main map itself.
Juggernut
11-02-2008, 16:02
Please, just say the brushcount as i am heavily worried about it. And Mace ur map has max brushcount including asemodels. But yet, it is a matter of what brushes you have.
Shadriss
11-02-2008, 21:48
The shuttle is 838 brushes, and the amp it's going in (as it currently stands) has 4487, with several rooms still to be added. I know, it's a significant portion of the total brush count. Mace has expressed concerns about FPS to me via Xfire, and while I do anticipate that the two areas most likely to be affected will have lower FPS than the rest of the map, I don't forsee it being debilitating. If it is, I'll work something out, somehow.
I worked for three days to get the brushwork as perfect as I could on this, and dangit, I'M USING IT! :)
Juggernut
11-02-2008, 21:55
Be a good hinter...fps = 100+
Use areaportals. TEST THEM.
Shadriss
11-02-2008, 23:50
Be a good hinter...fps = 100+
Use areaportals. TEST THEM.
I'm going to pretend you didn't just tell a mapper of seven plus years experiance to use area portals... otherwise, I might have to get REAL irate.
As to hinting... given the room layouts, and the general layout of the rest of the map, I don't think there's going to be much help to be gained there. I will, NATURALLY be keeping this in mind. See above comment.
Shadriss
16-02-2008, 19:46
The shuttle is complete, and has been placed in the map. It is causing a FPS hit in the courtyard, as expected. I'm making a few changes in the map layout to enable it to be hidden around a corner for purposes of hinting. Maybe a few more days before I get any new screens up, as I'm a tad busy with some RL issues at the moment, but they shouldn't take much time away, with any luck.
For referance, the FPS hit is fairly significant, as we all expected. It's taking my normal FPS of about 200 down to roughly 100 when only the courtyard is visible. When the adjacent Main Hall is open as well (the first room I showed for this map), normal FPS was 140ish, and drained to about 70ish with the shuttle.
Being worked on, panic not.
Juggernut
16-02-2008, 20:33
Ok shadriss, sorry about that. But myself is a mapper, and i have been for 3 years, and i still discover things like alphamaps and shader manipulation. On the mappingside, i know pretty much everything, but when it comes to shaders..dont ask me. And i wonder if youre going to do the ship to an asemodel, as that would save alot of brushes and it would make the ship alot less hard to manipulate by scaling and moving.
Im sure he knows of asemodels.. and the reason he doesnt make it one is that he wants it to be able to contain ents like lights and panels.. U sound like.. um.. like me when im besserwisserish
Juggernut
16-02-2008, 21:54
Youre always a besserwisser Yzmo. The thing i say is that he can still have the model, and he can still put lights in it. Simple enough. Just use Yeezmos program.
Shadriss
17-02-2008, 02:20
If you're referring to her Rotation program, I won't be. I don't need that to do simple scripting. In case you missed it Jugger, I've done full SP campaigns... scripting and ASEs are second nature to me.
I avoid the ASE for a couple reasons, mostly personal ones.
I end up STILL having to use brushes to make it solid, first. Were this a straight ship model without an interior, this might be a viable option. But it isn't, so it's not.
Second, ASEs don't handle patchmeshes very well, and this ship is chock full of them. I'm not going to have the ship look less than it's full potential because an ASE conversion screws up the patch divisions on the mesh.
Third, and certainly not least, I do not use entity lighting in my maps. By converting this to an ASE, I'd lose any shader information associated with the given applied shader. IE - It may be a light emitting shader when I put it on the model, but when I convert to an ASE, that information is lost, and it no longer is light emitting, which would force me to use light entities, which I detest.
Thanks for the suggestions... I do appriciate them. But I ask that you find a slightly less... arrogant?... way of putting them forward. It's great that you know a lot... as you say, you have three years of experiance in mapping. However, I'd point out, as I did before, that I have seven... and it spans all aspects of mapping, with the exception of modeling and coding. IE, Shader coding, mapping techniques (though there are a few, such as alpha brushes, that I've not had any opportunity to use yet, and so have little experiance with), voice overs, ASE model making, MD3 usage, etc. Try not to sound like a know-it-all to someone who has been doing this far longer than you.
Juggernut
17-02-2008, 02:42
No, im not "bragging" about my "skills", but i want you to remind you of some things, and it seems like your one step ahead. I am NOT trying to sound like a besserwisser. But you can map for 7 years without knowing that you can make asemodels from brushes. Just making sure that you know, and how should i know that you have done SPlevels?
Im pointing it out, and im not trying to sound like a smartarse.
Shadriss
17-02-2008, 03:04
My apologies then... one of the hardest things to communicate through forums is tone. :)
Shadriss
20-02-2008, 01:51
After going over some of my designs in the map, I've decided that a few areas need some desperate revamping... partly, this is because I want the shuttle in the map so much, but mostly, it was because I looked at it and went "ugh".
To that end, any of the areas I've done that were outdoors have either already been or shortly will be redone. I've got a better looking theme to the walls, I think, and as soon as it's in a compliable condition, I'll get some new screens and post them.
Also, I know I haven't shown any shots of the completed shuttle... I'm still working on the textures for it. There are a small handful that need work, but that's something else to work on. So, yeah. I'm still busy, just nothing to show ATM.
Soon... very soon...
Wow! Nice brushing, you've put alot of effort in it, texturing it might take a long time though. :P
If lots of brushes are being used and causes a aweful lot of drops for FPS for some older PC's. So I hope this map gets a aweful lot of optimization and such.
Just a tip :P
MaceCrusherMadunusus
22-02-2008, 01:29
Some updates to the map itself, I'm not gonna write all that fancy stuff Shad does because I have no clue what the heck went on overall. I just went in-game and took screenshots for him. So here they are, Shad, if you want to add anything later, feel free. :P
[/url] (http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0019.jpg)
(http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0013.jpg)[url=http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0016.jpg] (http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0015.jpg)
More screenshots in next post.
MaceCrusherMadunusus
22-02-2008, 01:30
2nd set of screenshots.
[/url] (http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0018.jpg)
[url=http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0022.jpg] (http://i51.photobucket.com/albums/f366/Madunusus/MB2_Borleias/shot0021.jpg)
Enjoy!
Shadriss
22-02-2008, 16:05
Thanks for taking care of this Mace...
Ok, quick version of what you just saw: As I mentioned earlier, I ended up redoing all three open-to-the-air areas. That would be the main courtyard, and two wing garden areas as well. Those shots are kinda dark in the shots, but will be slightly more lit (by the skybox) when I get it finalized.
Second, there are a pair of new hallways with yet another style of wall column. Those are fairly short, and used mostly for connecting purposes, though another set of rooms will be branching off of them.
Third, a complete rebuild of a second main hall... the one with the set of windows across the back. I envision that as the Imperial Spawn point at the moment. It also will serve as part of the hub leading to the final objective, which means that those pesky webel scums are gonna end up fighting through them to complete the OBJ. At least partly... as the doors are gonna be locked until hacked from another location. Basically, the room has six different ways in and out... so the Imps have a lot of initial mobility choices. Of course, that also means multiple avenues of attack...
And finally, I'm working on putting in the objective rooms (yes, ROOMS) in. What we're looking at is a pair of two-level rooms. On the top level, enclosed, is a control room that will have a hackable control which will open access to the lower part of the room, wherein resides one of the planets main computer cores and a direct access. Hack that, and one of the two planetary shield generators goes down. Both go down, and the Rebs win. So, yes, this map has TWO objectives to complete for victory. Who said assaulting the Imperials was nice and easy?
Mace is kinda pushing me to have a working layout for internal testing for tomorrow, so the achitectural side of things is getting close to being done. Still lots of work to do though...
Oh, reminds me... as a result of Mace's FPS testing, I've made a few changed to the Main Hall as well, mostly to the effect of removing some of the unneeded detail. Specifically, I've removed the patchmesh arches from the sides of the room. I don't anticipate a lot of people going out there much anyhow (except for cover, meaning they'll be looking at other things...) so I don't think it adversely impacts the look of the room. Hopefully, I won't have to remove anything else, but I won't know that until after further testing.
WorldsLargestIpod
24-02-2008, 03:16
For a second i thought it was called Borealis,
Juggernut
24-02-2008, 11:51
If you dont mind, i can try to make a custom nightskybox in terragen. Just say and ill try. Never done a night one though.
Shadriss
24-02-2008, 17:32
I already have Terragen 2, and have been working on one. The only real holdup is that TG2 has a few small problems with color matching at the edges of the images... thanks for the offer though.
Juggernut
24-02-2008, 19:24
Terragen 2 seems soo hard. I have been trying it but its too hard for me. Do you got the skyboxscript?
Shadriss
25-02-2008, 02:15
No script required. You just change the camera angle facings in the tools. Easy. Heck, if you wanted, just change the FoV to 90 degrees, create six cameras, each on a different facing, then run a batch render to do them all at once.
Russian_Spy_Porque
28-02-2008, 08:11
Since you seem to hate boxes for texture and want Mr Governor to be fancy, why don't you add furniture for cover? then you can have the furniture be some kind of breakable so that you can shoot it and let's say it is a table and it tips over and voila you have cover that isn't too blatant or lame as a box and can fit the theme of the map.
The map itself looks good, but on a personal note I don't like those pillars/columns because architecturally speaking they are there just for looks because they can't support weight unless you had arks so either make em rectangular or simply circular but the fancy curving in them is not remotely close to accurate architectural layout or even aesterical layout... Also, is there any reason why you are posting all of your images in greyscale?
Shadriss
28-02-2008, 15:45
First off, thanks for a suggestion that has merit concerning cover. I'll look into that idea, though my initial impression is going to be that the frame rate is going to prohibit anything like that. Not an outright rejection, by any means... as I said, I will have to look into it.
Now, as to the architecture... if the colums were supposed to be anything but decorative, you would be correct. However, that's exactly what they are. Keep in mind that (theoretically) the building techniques of a galaxy far far away are somewhat more advanced than ours, and they can support more direct and indirect weight and stress than current earth tech. The room you are referring to was built for looks, not because the columns were required to hold up the roof.
Finally, I post in greyscale because that's how I map the layout. Textures/shaders get created and added as the final step in my mapping process (prior to testing and any repairs/fixes that the testing mandates, I mean). It allows for a sense of how the actual brushwork and architecture looks without creating additional detail that a texture may imply exists. IE - I can't fool anyone into thinking it's any better than it actually is this way... I can't hide mistakes in brushwork with a texture. It's as much for people looking at it as it is for me to keep track of how the map actually LOOKS.
Plus, it saves me time in the mapping process... instead of agonizing over texture selection, I'm getting the build itself done, which is the more important thing at the moment.
Juggernut
28-02-2008, 21:31
Blockers can also be consoles, ornaments and common things that fits with the theme of the map. Boxes are overused, so try to use something that would be natural.
Shadriss
28-02-2008, 22:22
:rolleyes:
Would you care to teach me how to breathe as well, Juggernaut?
great looking map, I'm inspired by your depth of detail and original architecture, Loved Starforge, can't wait for this.
Juggernut
29-02-2008, 19:03
Shadriss, im not teaching u how to map. I am partly telling to the russian guy.
Blockers can also be consoles, ornaments and common things that fits with the theme of the map." Thats for Russian spy porque.
"Boxes are overused, so try to use something that would be natural."
This is for common mappers. You are such a good mapper that you do not need such an advice. You are far better than I am, so im not able to comment it.
Y'know, i envy anyone who can sit down and create a something like that. Are you planning on releasing it as a prefab?
Just one thing - the legs the shuttle is standing on look a bit... strange ? It just looks as though if it would topple over if a gust of wind hit it :D
Shadriss
03-03-2008, 18:32
I'm still working on the shuttle... especially that landing gear. I'm hampered by the fact that there are no really good shots of it in the movies (oddly enough, there are three shots that should, in theory, show them, but the entire area is blacked out... lack of light), and the few drawing and hi-quality models I've been able to find images of don't get any good views of them. Those are still in progress, and I'm also working on some new textures for the shuttle to polish it off.
But yes, it'll be released seperately as a prefab... most likely through JK3files. No estimate on the release though. I'm currently re-working the ****pit module so I can do some decent textures for it, and it's kind of a tricky area.
http://www.theforce.net/swtc/Pix/books/taosw/lambda1.jpg
http://www.starshipmodeler.com/starwars/jl_lambda-013S.JPG
Quick google search brought that up. Might be of some use if you plan on redoing the legs. You've probably found it already though ;)
Shadriss
03-03-2008, 20:39
The first is one I've been using extensively. But, as you'll notice, no good details on the legs. The hatches block the view pretty well. As to the second, if you read the writup on the model, they specifically note the gear as being incorrect and lacking attention to detail. So, also, no good. *shrug*
Shadriss
09-04-2008, 16:40
OK... over a month, and no word from me on progress.
Why? There hasn't been any. *pauses for people to recover from shock*
Why? Well, partly because I had about a week of computer downtime. Partly, it's because my dad bought me a Wii (I'm 30, too... have I mentioned I think my dad is pretty nice to have around at times?) and I had to spend 40 hours beating Zelda. Most recently, it's been a combination of Sins of a Solar Empire (I Blame Azu for that...) and the assembly of my newest Lego Set, the Millenium Falcon Ultimate version (3.3 feet long, 2.3 feet wide, and standing 8 inches... 5196 pieces).
So, while I guess some MINIMAL work has been done (I do have much better screenshots and pictures of the shuttle now, and I've started a partial rebuild to fix some errors) there hasn't been a whole lot.
Sorry. Please don't kill me.
GoodOlBen
09-04-2008, 17:20
The Ben wants you to work on Borleias faster, for he hungers for some good betatesting sessions on it.
Shadriss
09-04-2008, 18:23
The irony here is just overwhelming...
Metaguardian
10-04-2008, 04:13
OK... over a month, and no word from me on progress.
Why? There hasn't been any. *pauses for people to recover from shock*
Why? Well, partly because I had about a week of computer downtime. Partly, it's because my dad bought me a Wii (I'm 30, too... have I mentioned I think my dad is pretty nice to have around at times?) and I had to spend 40 hours beating Zelda. Most recently, it's been a combination of Sins of a Solar Empire (I Blame Azu for that...) and the assembly of my newest Lego Set, the Millenium Falcon Ultimate version (3.3 feet long, 2.3 feet wide, and standing 8 inches... 5196 pieces).
So, while I guess some MINIMAL work has been done (I do have much better screenshots and pictures of the shuttle now, and I've started a partial rebuild to fix some errors) there hasn't been a whole lot.
Sorry. Please don't kill me.
Do you have any idea how much of a nerd and geek you are, judging by that post.:p
Shadriss
10-04-2008, 15:41
See the thread entitled "Defining Nerd Moment" in the Off-Topic Forums, and look for my reply. :)
The 3 foot long Star Destroyer is better...
...not that I have one...
...really, I have no money :P
Shadriss
14-04-2008, 16:43
Actually, no it's not. It has some problems with the magnets used to hold the lower hull plating in place... not strong enough. There are a few enterprising folks who developed thier own work around for it, but as a stock kit, it kinda phails. Besides... nothing beats having a massive Millenium Falcon sitting next to your TV. :) (I finished it over the weekend.)
With that project done, I'm getting back on track on Borleais. I know I mentioned it somewhere, but I don't think here, so...
1) I found a bunch of photos and interior blueprints for the Lambda Shuttle. So, to make it more accurate and use fewer brushes (hopefully), it's getting another rebuild. If I can get the brushcount low enough that it wont hurt the level too badly, I still intend to put it in the map.
2) The Map itself is getting an overhaul. The room layouts as a whole were far too symmetrical, and the paths from one end to the other too numerous for it to be effective. I've got a new layout on paper, it's mostly a matter of moving rooms aorund and deleting a few here and there to make it fit. The individual room layouts (IE, the interior architecture) are going to remain untouched for the most part.
3) I'm starting development of the FA for the map as well. As I've mentioned before, I intend for the FA to be guns only. Additionally, in keeping with another discussion the team has had concerning FA development, I intend for the "infinite classes" to have traditional 80 point Open builds, with the more powerful classes building off of that. This will mean that even the 'bad' classes in FA will have builds with a bit of power to them and will be familiar to players. No E-11 1's with 1 life here, friends.
4) I'm still trying to pin down the overall visual (textural) style. I'm stuck somewhere between it being a traditional Imperial-Style modern-istic grey and metal scheme, and a mix of brick and marbles in the classic (Roman and Greek) looks. Both lend itself to the setting and architecture, but I'm not sure they would mix well. If anyone has some suggestions there, I'd be pretty receptive to it.
So there we are... the State of the Map address.
UnsungHero
14-04-2008, 23:42
e-11 1 soldier builds are actually quite good, even with my wireless mouse that has 2 second delays, but I get your point :d. What mission/book/whatever is this based off of again?
Metaguardian
15-04-2008, 08:47
Why not have the majority of the facility in the grays while the quarters of the person (a General I think it was judging from the X-wing book) who runs the facility could be in the Greek/Roman deco.
Shadriss
15-04-2008, 15:40
@ Unsung : The location is based off of the Battle of Borleias (X-Wing Series, Book 1). The book concentrated solely on the 'air battle' portion of it, which, naturally, Rogue Squadron was heavilly involved in. There was a ground side operation involved as well, led by Lt. Paige of the Katarn Commandos, to secure the ground side facility. No real mention of this was made in the book aside from what I just wrote. This map will be representative of that portion of the battle, in which Paige and company will be attempting to lower the shield that is protecting the more vital areas of the facility.
In the book, the shield was expected by the Rebellion, but what wasn't known was that it had a second power source which allowed it to be roughly twice as strong as anticipated. This resulted in a complete defeat, the destruction of a assault shuttle (upon which the mission commander was killed), and full retreat. They did more research and figured out the presence of the second power source and how to cut it off. Which is what the Rogues did.
In my mind, I see Paige and company trying to do the same thing... from the terminals. Just in case the Rogues failed. And so, that's exactly what I have the Rebels doing in this map.
@ Meta : It is going to be a mix, I have decided. The main working areas will have an Imperial motif (using primarilly Vjun base textures, with a mix of others as needed), while the more decorative areas (like the hall pictured in the first post) will have the Roman style to compliment the architecture.
Shadriss
02-05-2008, 17:38
Update:
The main architectural elements are in. I'm currently working on a few scripting issues to get all the pieces working before moving on to lighting and texturing. Lighting first, so I can get some in-game screenshots for your amusement. More news as it becomes availiable.
Juggernut
02-05-2008, 19:23
Lemme just ask something. What will the texturetheme look like? Cause I kinda like the greyscale :p
Shadriss
02-05-2008, 23:49
So do I... But it won't stay that way. I'll try to keep it more on the Imperial side of the house texture-wise, but it won't be the flat grey shades in the original pics. (Some of those areas have had massive overhauls, BTW... don't rely on thier accuracy.
Shadriss
03-05-2008, 06:43
As promised, some initial lighting shots. The two on the right need more light, and I'm working on it, but the rest are pretty final. Note that I'm still working in greyshade to get my lighting fixed, and them I'll texture to take advantage of the lighting.
[/URL] (http://img215.imageshack.us/my.php?image=shot0013hj5.jpg)
(http://img215.imageshack.us/my.php?image=shot0008ai5.jpg)[URL=http://img215.imageshack.us/my.php?image=shot0009ic8.jpg] (http://img215.imageshack.us/my.php?image=shot0010ao0.jpg)
Shadriss
08-05-2008, 21:30
Borleias continues to take shape... I have a script problem that I'm working on currently that holding up production, but it's still going.
I've also taken on a second project, though it won't be anything new per se. As a mapper, I have this tendency to notice things while I play, and sometimes they really annoy me. This is the time I get to fix it, and at the same time, I get to make it better as well. To answer the inevitable questions, I go to the venerable Q&A format.
Q: Shadriss, what the heck are you talking about? WHAT new project?!?
A: Oh, yeah... forgot to mention that didn't I? OK... I'm doing a complete remap of one of the more popular maps in the MB2 lineup... Lunar Base.
Q: OMG!
A: That's not a question, but yeah.
Q: I like it the way it is! Why the HELL are you messing with it?!
A: Primarilly, because the texture alignments in the map annoy the heck out of me. It's sloppy looking, and takes the entire map down a peg or two in the quality department. Originally, that was the entire extent of what I intended to do. THEN, I saw the actual Map file... *shudder*
Q: That bad?
A: Image that a 4 year old had somehow managed to create a map that worked, but paid no attention to the way that VIS works on brushes that span multiple areas, what entites were needed (or not) and added in things that were completely pointless. Then, make it a huge jumble that's hard to interpret.
Q: So what now?
A: Now, I'm doing a room by room rebuild of the map, optimising it for performance. In the general sense, the map should be all but identical to the currently played version. Some small things will change (as an example, the U-turn stairways are now both somewhat wider, to keep players from getting hung up on them), but mostly, it'll look the same.
Q: Sooooo... it'll be Lunar Base as we all know it?
A: Yes... and no. After some discussion with the team, there will be one or two new mechanics that may get implemented (more on this as we firm up what we want to do with them) and a architecture change in the generator room (think the bunker on Endor, with the generators in the background). Gameplay and gameflow are going to be preserved, however... it's just getting a facelift and a optimization.
Q: Well... if it looks the same and plays the same, why bother?
A: Quite simply, if it's going to be done, it should be done right. The way Lunar was originally built... yeah, that's not right. I knew and still have respect for Chairwalker, but where mapping was concerned... well, the results were good, but the methodology leaves a lot to be desired. Once it's done, it should run better on most everyones systems, and that's always to be desired.
Q: Enough with this BS Q&A thing. SHOW ME MOAR SCREENS!
A: Not yet... I'm still working on getting something resembling a good light level to work from, but fear you not - the screens will come.
Q: What about Borleias?
A: As previously mentioned... the work continues. Lunar is a side project while I'm having problems with the scripting.
OK, that should about cover it. More info as it comes.
The Swashbuckler
09-05-2008, 00:59
So are we too far along with the new Lunar Base that we can't go ahead and turn it into Underwater Base?
I still think that'd be badass.
LewsTherin
09-05-2008, 02:24
Break the windows and everyone drowns?
Shadriss
09-05-2008, 03:50
Refer to the QA - I'm not going to re-invent the wheel. It's a remap for VIS optimization (which translates into FPS) and texture remapping (So it doesn't look sloppy). Anything additional added in will be decided on by the team at large, and not (in this case) by the community.
I posted this as an FYI - so when it is released, there isn't a general "Whiskey Tango Foxtrot?" when Lunar is loaded up for the first time. Were this my own map, I'd be open to suggestions (as I have been with Borleias), but here, the intent is to stay as close to the original as possible, while still fixing a few of it's errors.
(Also... underwater skyboxes are complete pains currently, not to mention Lews Therin's point. So no... not gonna happen here.)
Shadriss
27-05-2008, 08:01
http://www.dropshots.com/shadriss#date/2008-05-26/22:47:54
Quick walkthrough of the areas of Lunar I've hit so far. Note that it's in Fullbright, which means that no lighting calculations have been made on the map yet, so everything it fully lit. It should give a general idea of the visual style I'm trying to put into the map. As one person who has already seen it said, "It's Lunar, all right... but at the same time, it isn't..."
I'd like to think it's an improvement in it's look, but we'll see how it all pans out.
Russian_Spy_Porque
27-05-2008, 08:15
Borleias continues to take shape... I have a script problem that I'm working on currently that holding up production, but it's still going.
I've also taken on a second project, though it won't be anything new per se. As a mapper, I have this tendency to notice things while I play, and sometimes they really annoy me. This is the time I get to fix it, and at the same time, I get to make it better as well. To answer the inevitable questions, I go to the venerable Q&A format.
Q: Shadriss, what the heck are you talking about? WHAT new project?!?
A: Oh, yeah... forgot to mention that didn't I? OK... I'm doing a complete remap of one of the more popular maps in the MB2 lineup... Lunar Base.
Q: OMG!
A: That's not a question, but yeah.
Q: I like it the way it is! Why the HELL are you messing with it?!
A: Primarilly, because the texture alignments in the map annoy the heck out of me. It's sloppy looking, and takes the entire map down a peg or two in the quality department. Originally, that was the entire extent of what I intended to do. THEN, I saw the actual Map file... *shudder*
Q: That bad?
A: Image that a 4 year old had somehow managed to create a map that worked, but paid no attention to the way that VIS works on brushes that span multiple areas, what entites were needed (or not) and added in things that were completely pointless. Then, make it a huge jumble that's hard to interpret.
Q: So what now?
A: Now, I'm doing a room by room rebuild of the map, optimising it for performance. In the general sense, the map should be all but identical to the currently played version. Some small things will change (as an example, the U-turn stairways are now both somewhat wider, to keep players from getting hung up on them), but mostly, it'll look the same.
Q: Sooooo... it'll be Lunar Base as we all know it?
A: Yes... and no. After some discussion with the team, there will be one or two new mechanics that may get implemented (more on this as we firm up what we want to do with them) and a architecture change in the generator room (think the bunker on Endor, with the generators in the background). Gameplay and gameflow are going to be preserved, however... it's just getting a facelift and a optimization.
Q: Well... if it looks the same and plays the same, why bother?
A: Quite simply, if it's going to be done, it should be done right. The way Lunar was originally built... yeah, that's not right. I knew and still have respect for Chairwalker, but where mapping was concerned... well, the results were good, but the methodology leaves a lot to be desired. Once it's done, it should run better on most everyones systems, and that's always to be desired.
Q: Enough with this BS Q&A thing. SHOW ME MOAR SCREENS!
A: Not yet... I'm still working on getting something resembling a good light level to work from, but fear you not - the screens will come.
Q: What about Borleias?
A: As previously mentioned... the work continues. Lunar is a side project while I'm having problems with the scripting.
OK, that should about cover it. More info as it comes.
Schizophrenia anyone?
Regarding the Lunar Video, is there a way you could fix the fact that when window breaks, you can't bug your way out of it like you did on video and you currently can with the current version of Lunar? I think that would be easy to do with a trigger where you get slapped down when near the window and the window is broken.... So That and, well this is more opiniated but, I really dislike how all of those lunar corridors in video have the same height there should be some sort of variation to remove the boxy feel, maybe ad a step or two? I mean this thing is in a lunar base! I doubt the planet is exactly, smooth and plain. And It wouldnt hurt FPS nor is it 'reinventing the wheel'. Anyhow I had to throw that out there...
Break the windows and everyone drowns?
As in for that, well that would be wins, lol but unpractical unless when window opens, the water comes in then window closes then after a couple of seconds the water level begins to slowly go down, that would be a good thing for a map, but probably not lunar, but a good idea for a map to kind of change the enviorment, be pretty original! Infact im tempted to do a mini map with that now... *runs off to gtkradiant 1.4*
Shadriss
27-05-2008, 17:06
Regarding the Lunar Video, is there a way you could fix the fact that when window breaks, you can't bug your way out of it like you did on video and you currently can with the current version of Lunar?
The only reason I could do it is because there isn't anything on the other side of that window yet. Once the terrain is in place, you will be sucked out of that window. Right now, I get eld in place by a brush with the skyshader on it, not a bug exploit so to speak.
I really dislike how all of those lunar corridors in video have the same height there should be some sort of variation to remove the boxy feel, maybe ad a step or two? I mean this thing is in a lunar base! I doubt the planet is exactly, smooth and plain. And It wouldnt hurt FPS nor is it 'reinventing the wheel'. Anyhow I had to throw that out there...
There are a few areas that have them, but not in the areas I've done so far. And, you'll remember, I'm not altering the actual layout of the map, just it's look. Aside from that, there is always a problem when you try to introduce stairs without need, inso far as Jedi/Sith Push Spamming is concerned. At any rate, if it wasn't there in the original, it's not going to be there when I'm done.
As in for that, well that would be wins, lol but unpractical unless when window opens, the water comes in then window closes then after a couple of seconds the water level begins to slowly go down, that would be a good thing for a map, but probably not lunar, but a good idea for a map to kind of change the enviorment, be pretty original! Infact im tempted to do a mini map with that now... *runs off to gtkradiant 1.4*
Won't work the way you want it to. Underwater distortion effects are baked into the map (Along with the need to breathe in those areas), and do not follow the actual water brush. I tried something similar a while back and was foiled because of this. If you find a way around it, write it up, because after four months of playing with it, I never found a method to allow it.
GoodOlBen
27-05-2008, 20:27
All I can say is that it needs to pay more attention to the original D;
It's my favourite map as it is and I'd hate to see it get made into something that works differently.
In no disrespect but I feel it'd be best to leave Lunar alone.
Rider on the Storm
27-05-2008, 21:02
I like the old one more...
Make a new map instead of a Lunar remake if you ask me... With a complete different layout.
Besides that those screenshots don't give a Lunar feeling. :P
Russian_Spy_Porque
28-05-2008, 01:41
Won't work the way you want it to. Underwater distortion effects are baked into the map (Along with the need to breathe in those areas), and do not follow the actual water brush. I tried something similar a while back and was foiled because of this. If you find a way around it, write it up, because after four months of playing with it, I never found a method to allow it.
Hmm well if they don't follow the brush then you could do this, it's a bit radical and unpractical but it should work infact I guess I'll try this in one of my random test maps i've done for a room and see if it works (if it does I'll reply sometime soon, though I have testing at school
Ok so basically picture a 3 room setting room a , b, and c. they're all in a row and basically are in A B C order... so room a and C are per say other parts of map room b is the room with the window that is inbetween both maps, now outside is a shader with water and for animations well that would come later but the basics are that under the map (obviously putting some brushes around as to not create a leak) is a water brush with all properties... So when window breaks the doors close (door that connects room B to a and on the other side to c. basically locking room. Now the room floods. How you ask? basically room B is basically an elevator, you coul do 2 different modes, im bad with names but theres 2 funct possibilities. so basically room starts going down into the water brush creating a flood effect, stays down, then after maybe a minute you go back up slowly as in it drains out... and the window seals (then the doors to room a and c re-open) also as in to make people drown a bit faster than usually maybe put a trigger to create damage if not a death trigger like the one where you fall and die. but thats extra
so yeah , sorry for my lack of propper terminology but I havent used gtkradiant1.4 in a while, i even heard theres a 1.5 but i aint never gona switch... so what do ya think? it would be a lot of crap for a mere window flood but good as a map for gameplay. again ill test this on my own later this week see if i can get somewhere...
Cheers.
Shadriss
28-05-2008, 15:59
Actually, Ruskie - that may actually work. I hadn't considered making the entire ROOM move. Would be slightly more complicated than you may think, but actually possible. May have to consider that in a future project.
Shadriss
03-09-2008, 00:44
My apologies to everyone... I mentioned to the Dev Team, but apparently not to the general community that I would be on and off here as a result of a change of Duty Station. For those who don't know (most of you, I imagine), In RL, I am a member of the US Navy. I'm technically still in the middle of a change of station, but until mid October, I won't be going anywhere.
So, for the last month and a half I've been moving the house and family from western Washington State to Georgia State (As opposed to the Province of Georgia in Asia...) and haven't had time to work on either of my two projects. I've found some time to get back to them, so I just wanted to let people know - neither Borleias nor the Lunarbase project has been dropped - just seriously delayed.
I hope to have more to show in a week or so, though that TOTALLY depends on how well my schedule at SUBSCHOOL supports it. SO yes - I am alive, and so are the two maps I'm working on. Cheers.
GoodOlBen
03-09-2008, 16:52
My apologies to everyone... I mentioned to the Dev Team, but apparently not to the general community that I would be on and off here as a result of a change of Duty Station. For those who don't know (most of you, I imagine), In RL, I am a member of the US Navy. I'm technically still in the middle of a change of station, but until mid October, I won't be going anywhere.
So, for the last month and a half I've been moving the house and family from western Washington State to Georgia State (As opposed to the Province of Georgia in Asia...) and haven't had time to work on either of my two projects. I've found some time to get back to them, so I just wanted to let people know - neither Borleias nor the Lunarbase project has been dropped - just seriously delayed.
I hope to have more to show in a week or so, though that TOTALLY depends on how well my schedule at SUBSCHOOL supports it. SO yes - I am alive, and so are the two maps I'm working on. Cheers.
Welcome back!
and start working you lazy bum! Army duties are no excuse! :p
Shadriss
04-09-2008, 03:32
Lack of reading skills FTL, Ben. :) I'm US NAVY, not army.
Not withstanding that point, I accept your chastisement. I actually am working on generating an entire new texture set for use with the new Lunarbase... I know there are some who are going to hate me for what I do with it, but be assured that the team still looks at and vets all the changes in looks and achitecture that I'm making... we've had a couple of good little discussions (I use that word because knock-down brawling would tarnish our good image...) concerning the way it's going to go.
Regardless, I am at work... though my work output will be slower than normal.
GoodOlBen
04-09-2008, 10:47
NAVY, not army
Both shoot stuff. The only exception is that navy boys do stuff with water too other than just drinking it.
You're a part of the army when you're a part of the war machinery imo :eek:
Jack of Blades
10-09-2008, 23:42
Both shoot stuff. The only exception is that navy boys do stuff with water too other than just drinking it.
You're a part of the army when you're a part of the war machinery imo :eek:
Are u saiying humanity doesent take showers anymore?
Shadriss
13-09-2008, 00:53
Just ran into a MAJOR problem, guys. I hadn't tried to do any compiles until today, but it turns out that is looking like a show stopper. My laptop uses 64 Bit Vista, and apparently, while the editor itself is just fine with that, the compiler is another thing entirely. Basically, the compiler runs, but somehow the actual commands get lost in the mix somewhere, and the program basically says it doesn't know what I want it to do.
I'm poking around for some solutions, but if I don't find one, there won't be any of my work forthcoming for a great many months.
Juggernut
13-09-2008, 00:55
Try q3map2gui and see if that will work. You can find a tutorial on how to set it up and a download link at Darth Normans site.
Shadriss
14-09-2008, 21:49
That WAS using the GUI. Which makes it all the more inexplicable.
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