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ForumsShowcase → Airbase Duel
Airbase Duel
2004-03-05, 5:32 PM #1
Hello, this is my first Jedi Outcast map, and a failry simple one, Not to many fancy things going on... be nice please....

The level is called McKenzie airbase, it's based off an old map I made for JK of the same name, and I wanted to do a map, but not one thats too compilcated, so I re-did the Airbase with a few new additions that were not in the orginal game or my JK version, such as some new buildings to block the edges of the skybox and enclose the deuling area's.

It's not finished yet, or course, most of the archi is done, just need to find more textures, and the ones you see in their are All Mada's textures, their is even a grafiti with Mada on it, but it's in the darkness right now... Still working on getting a better light texture for my light fixtures and I still have a few more crates to add.

[Updated Pics at the bottom]

Again, My first map, still in the works and it's a small duel map for JO, might make it JA if i can get the JA editor to work or someone converts it for me... [http://forums.massassi.net/html/wink.gif]

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Inter arma silent leges

[This message has been edited by Grant (edited March 07, 2004).]
The Gas Station
2004-03-05, 6:22 PM #2
omg i see notex.jpg!!!11ninteyfour11

But yeah... it's a nice start. I like what you have done with mada's textures. The lighting is nice too, always good to see people using logical light sources.

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There are two asses in Massassi... and I'm one of them.
The Matrix Unplugged|The Valley of the Jedi Tower|Smaug's Lair
2004-03-05, 11:18 PM #3
Yeah. It looks promising, but maybe you should have all the textures in place, before you show any more screenshots. That notexture grid is quite disturbing.

I would suggest you try out a bit less contrast in the lighting. Now the contrast is too stark in my opinion. At least now some of the light shows unrealistic patterning on nearby objects.

Using more varied texturing wouldn't hurt either. And some more details. General littering and such small details would suit the surroundings very well. But maybe you just didn't yet have time to do it.

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Frozen by ICARUS
Frozen in the past by ICARUS
2004-03-06, 1:11 AM #4
Some sun lighting (moon lighting?) would workj quite nice here as well. Also, higher the resolutions of the shadows - select the brushes where the shadow is cast on, make them a func_group and add _lightmapscale with a value of 0.25. Might want to put some fire extinguishers at some places, or place streetlights somewhere. Just throw in stuff, while sticking to this urban theme. (And with stuff, I also mean support struts, it all seams pretty blocky as of now.)

For the rest, I'm with lasse.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-06, 4:08 AM #5
Thanks for all the suggestions, I'm still looking for some good textures for inside the hanger type building, In the orginal game it was a concrete type wall with navey blue stripes every 4 or five feet annd the ceiling was a sort of concrete with a black grid.

What brushes should i make the shadow's happen on? the walls of the hanger and the brick building where the shadows go into the hole and the crates? it's doable, but like I said, this is really my first map ever so I have not really done much lighting and shadows.

Does anyone know where I can get a nice shader or textrue for the light so they glow in the dark like a light would? and about the sky, what would I use for placing a moon up there?

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Inter arma silent leges
The Gas Station
2004-03-06, 5:57 AM #6
Hey, this kind of looks like one of the levels on Syphon Filter, nice work. Keep it up, it's a really great start!

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Fear, It Controls The Fearful. The Strong. The Weak. The Innocent. Fear Is My Ally!

The Arcane Sith
2004-03-06, 5:58 AM #7
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Grant:
What brushes should i make the shadow's happen on?</font>


Any brush where you can see a low-res shadow.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-06, 10:57 AM #8
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Keith Marshall:
Hey, this kind of looks like one of the levels on Syphon Filter, nice work. Keep it up, it's a really great start!

</font>


It's suppose to be a re-make of McKenzie airbase level from Spyhon Filter 2, it was my favorite level to play in against my friends, So I made a JK version with guns, you can find it in Massassi here, it was my first map for JK too, and you can tell, horrible textures, and I think i made one to many cleaves then was needed and made the framerate drop really low in some places and it shouldn't have.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by gothicX:
Any brush where you can see a low-res shadow.
</font>


Can you be a little more clear on the instructions? Like i say, It's my first map and I have not done lighting in the JK2 Engine yet.

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Inter arma silent leges
The Gas Station
2004-03-07, 11:41 AM #9
The textures need some dulling, age or wear to them. They're too bright and perfect.

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-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

Tazz
2004-03-07, 1:25 PM #10
Thank the god for auto-save....

I was doing some editing to the map and the exact moment I hit save it crashed the program, this had the odd effect of deleting the map and making the entire .map empty, I recovered it only via autosave...

Anywho, I took into account some of the archi suggestions and I'm working on adding support struts in the hallway of the hanger and in the building itself and also outside it, Texturing is coming along, more updates pics sooner.

The textures I'm using are Mada's textures, a few of them I put into photoshop and re-colored to match the level as I needed it, But still the texture is Mada's, So I understand your suggestion for making the textures a little more worn, But as I can't find any, and I can't make my own, I don't want to mess up Mada's great textures.

Here is the updates version, The new version included some support beams and lights in the hallway connecting the hanger areas, with a few new light sources and a new light fixture I made for the hallways, it also shows off the new textures that i think will be the final textures.

[http://www.outlaw-inc.com/screens/new1.jpg]

[http://www.outlaw-inc.com/screens/new2.jpg]

[http://www.outlaw-inc.com/screens/new3.jpg]

[http://www.outlaw-inc.com/screens/new4.jpg]

[http://www.outlaw-inc.com/screens/new5.jpg]

[http://www.outlaw-inc.com/screens/new6.jpg]
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Inter arma silent leges

[This message has been edited by Grant (edited March 07, 2004).]
The Gas Station
2004-03-07, 3:00 PM #11
Ooo Happiness. Love the lighting. [http://forums.massassi.net/html/smile.gif]

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"Oh."
2004-03-07, 5:46 PM #12
YAY! Big improvement over the grid textures. Looks exactly like McKenzie airbase is suppose to look like. Keep it up, its looking good!

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Fear, It Controls The Fearful. The Strong. The Weak. The Innocent. Fear Is My Ally!

The Arcane Sith
2004-03-08, 7:11 AM #13
your lights have a radius that is way too small for the intensity being used.

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Current Maps | Inclusion | Restless Endeavor

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Current Maps | Newest Map
2004-03-08, 10:47 AM #14
^^ Yeah. What he said.

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Check out updates for my editing work at the Shadow Jedi Academy.
2004-03-08, 1:29 PM #15
what do you mean? how do you adjust the radius?

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Inter arma silent leges
The Gas Station
2004-03-08, 2:30 PM #16
Light entity window.

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2004-03-08, 6:57 PM #17
use q3map2. it'll look alot better.

Light size-
key: light
value: #


Light intensity-
key: scale
value: (1-up=higher, between 1&0=smaller)


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On a Swedish chainsaw: "Do not attempt to stop chain with your hands or genitals."
2004-03-09, 2:27 AM #18
Ok, I found out how to make a glowing shader, So the lights should now acualy glow in the dark, they won't give off their own light, But will glow in the dark.

Most of the archi is about done and bot routes are a work in progress, I just need to get a new night shader for the sky that will show up if the level is used in Jedi Academy.

I still need to know how to make the shadows more realistic, Can someone give me a hand with that? is their a way to select every brush on screen at once?

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Inter arma silent leges
The Gas Station
2004-03-09, 2:34 AM #19
You could enter _lightmapscale in the worldspawn.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-09, 4:40 AM #20
Do you add a value of _lightmapscale and a key of 0.25? cause that didn't really make a diffrence to the map.

http://www.outlaw-inc.com/screens/shot0000.jpg

http://www.outlaw-inc.com/screens/shot0001.jpg

http://www.outlaw-inc.com/screens/shot0002.jpg

do you need the underscore? what am i missing?

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Inter arma silent leges
The Gas Station
2004-03-09, 4:59 AM #21
You'll need to compile with Q3map2.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-09, 5:58 AM #22
where do you get Q3map2, How do you install and set it...

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Inter arma silent leges
The Gas Station
2004-03-09, 6:40 AM #23
You need to use GTKRadiant. It comes with Q3Map2. Get it at www.qeradiant.com

It's very similar to JK2Rad or whatever, so you'll have no problem going from one to the other. Just open the .map in GTKRad and use one of the compile options like before. GTKRadiant is overall a much better program also, so try and use it and not JK2Rad.

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"The future is not determined by a throw of the dice, but is determined by the conscious decisions of you and me."
I am addicted to ellipses!!! AHHH!!! ...
2004-03-09, 9:32 AM #24
q3map2

Radiant doesn't always have the most recent version.

BTW - lightmapscale isn't going to do much unless you have architecture or shaders (like grates) that will create shadows. But you should notice some improvements when you use the most recent version of q3map2.

[This message has been edited by Blood Asp (edited March 09, 2004).]
Current Maps | Newest Map
2004-03-09, 9:50 AM #25
I have a few parts of archi that cast shadows... like the crates and the overhang on the buildgins and stuff...

What version do i get of q3map2?

I'm not using GTK Radiant because it won't install and work properly on my machine.

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Inter arma silent leges
The Gas Station
2004-03-09, 9:58 AM #26
If it doesn't install, check in the editing forums, we can help you out there. It's stupid to use JK2Radiant if there is GTK.

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-09, 10:08 AM #27
I DID make a topic, got no help from it...

http://forums.massassi.net/html/Forum17/HTML/003973.html

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Inter arma silent leges
The Gas Station
2004-03-10, 5:21 AM #28
I have come to the conclusion that I will not be able to get the lighting to cast better shadows then what i have now.

So A) I'll release it as is now, currently it has 100% custom textures, duel gameplay and bot support.

or

B) I give someone the .map and they re-compile for me in GTK radiant using q3map2 and send me back the .map and I pk3 'er up and release it.

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Inter arma silent leges
The Gas Station
2004-03-10, 5:27 AM #29
You can send the map to me - gothicx3@hotmail.com

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-10, 5:35 AM #30
Thanks, I put the .map into a zip along with the current pk3, the pk3 includes all the textures and stuff, I donno if you'd need all the custom textures and shaders and stuff so thats why I included the pk3.

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Inter arma silent leges
The Gas Station
2004-03-10, 5:41 AM #31
Looks like JK.

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SHOLVAS KREE!
2004-03-10, 5:42 AM #32
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Casperhead:
Looks like JK.

</font>


ah, but looks like JK with nice textures and lights and bots running around [http://forums.massassi.net/html/wink.gif]


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Inter arma silent leges
The Gas Station
2004-03-10, 12:49 PM #33
Why is the lighting quadric?

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2004-03-10, 12:57 PM #34
Cause Ihave no idea how to make it better and all the suggestions have gotten me nowhere, I have emailed GothicX the level and he said he could re-compile it for me using GTK radiant or q3map2 or what ever to fix the lighting.

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Inter arma silent leges
The Gas Station
2004-03-10, 10:32 PM #35
Yup, should be done with that today, if my real life doesn't come bother me. [http://forums.massassi.net/html/smile.gif]

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Map-Review | Digital Core | The Matrix: Unplugged

Farewell, MaDaVentor. In our hearts, you'll always live on.
2004-03-11, 5:27 PM #36
Not bad but yes the lighting needs a little work.

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