View Full Version : The Rising Empire: Chapter 1, Part 1 (Almost done)

07-11-2004, 02:50 AM
Coruscant ghetto. Near the Industrial Sector...
I finally got around to adding those, building MD3 models, to my portal sky, and I renevated my strip club into a kinky Rave joint...

Ok. Screenshots.
First off, I need more lighting! But that's gonna take a bit, so choke on these for the moment:

I need to make some crappy (I mean "realistic ghetto" crappy), industrial buildings, for the other side of the sky. I don't want it to look like nice buildings are surrounding everything. On one side of the skyline - the Coruscant we all know and love, and on the other side - The trashy, run-down ghetto of Coruscant, filled with industrial plants, swoop gangs, and nightclubs. (Think of it like East Germany, 14 years ago - or the worst Chicago has to offer.)
(I know I've said it before) I'm Just about done but I need more lights, and a few more walkways and paths (for when the chase begins).
But I'm thinking about leaving most of the paths that I wanted, out.
Since you can really, only run from a legoin of Stormtroopers, on Coruscant for so long (And I can't be adding too much more to this already huge, minimum exploration, level). I still have yet to finish the main character model (That's not him in the picture), but I'm not working on any other chapter of the series, until this one is done.

The real action doesn't begin until Level 2, when you're down on the lower streets, stealthing your way past the Troops, in dense smog, so you can find a way out of the city sector's perimeter lock-down. And don't think it ends if you suck at stealthing - Stealth is only an option. But it'll be much harder if you blast your way through. I'm thinking about replacing the stealth/blasting, with a swoop/speeder chace (or use both) - But I'll have to see how it goes.
Anyway, I'll stop here before I give away the whole crappy plot...

07-11-2004, 05:28 AM
Quite impressive, I must say! The buildings looks positively splendid and there seems to be many of them, and all are unique.

How is the FPS?

ewok mercenary
07-11-2004, 06:11 AM
That is very impressive! I'm looking forward to playing this one :)

07-11-2004, 12:44 PM

The FPS is a little doggy in areas (most areas the player won't be anyway). I'm still eliminating some old, unneeded brushes, from when I first started mapping this, so It's been getting better with that, and some caulking. If worst comes to worst, I'll fog it up and have it raining, so not everything is in view at once (Which might look better).

Quick Outline:

What you're seeing now:
Chapter 1: About 3 levels (map 1 is mostly, just a large interactive cutscene)

Totally different from Chapter 1:

Chapter 2: 4-5 Non-linear maps. Jumping from area A to B to D to C and vice-versa. a lot of exploring involved, and this *should* be the longest playing chapter in the series...

Chapter 3: About another 4-6 levels depending on which path is taken. (I'm considering 3 different chooseable paths - land, sea, air, type of thing. With at least 3 levels for each path, and additional paths within those paths.) Confused? Not as much as I am - And I'm the creator.

So, that's how it works. I have a few levels of Chapter 2 started, and I started on the end of Chapter 3, but I'm not distracting myself with any other Chapters, until the First one is finished.

07-11-2004, 10:59 PM
Looking good!

Lei Hng Wei
07-12-2004, 02:42 PM
Sweeeeet. More stuff to wait patiently for. <twiddles fingers>

07-14-2004, 04:08 PM
wow, puts my coruscant to shame, lol, excellant map! Looks like.. well.. really looks like coruscant.

building MD3 models? did they come with JA, or are they custom?

08-23-2004, 05:16 AM
building MD3 models? did they come with JA, or are they custom?

Totally custom.
Speaking of custom - Instead of wasting my time trying to learn "easygen", I've decided to make a bunch of MD3 terrain models, with phong-like texturing (Like Raven did with Hoth).
I simply make a large terrain model, and divide it up into 4 or 5 seperate models for Radiant. It saves on FPS, brush count, and time too. This'll save alot of time editing. Plus it gives me a bit more freedom...

On to the update:

I've been a bit busy, lately, but I've been progressing none the less. These screenshots also show off the new model of the main character, of the story.

Once again: All of Part 1, Level 1, of The Rising Empire is mostly one gigantic interactive cutscene, that will probably lag for people with low-end machines (it probably won't be that bad if you turn down your display settings [Dynamic Glow, detail shaders], but you'll be missing out on alot of the visual crappyness, that I've been working on). But if you can run Doom 3 on high display settings, you shouldn't have a problem with this.

So anyway, now that I've achieved the visuals, and atmosphere I've always wanted, I can move on to scripting the cutscenes, and finishing levels 2 and 3. (More action, less scripting, except for the end of level 3)
Then, if I'm encouraged, enough - I'll continue Part 2, and Part 3 (if I'm not dead by then)

Here's a WIP shot, I've been meaning to post, from one of the last Levels in Part 3:

Yes, it's a tower, and I'm thinking I won't use it, since after developing the story, and adding to the abundance of cliches, I've already achieved - I figured the Emperor of this world, would most likely reside in the city's 3,000 year old palace...

08-23-2004, 05:57 AM
Really, really good shots! There is a lot of effort, talent, and time invested in this campaign, that much is clear. Too bad I have a low-end machine...

08-23-2004, 01:57 PM

Not sure I understand the unrealistic anime-sword in Star Wars, though...

08-24-2004, 12:26 AM
looks like link's sword :)

anyway, this is really good looking mapping. nice work indeed, i cant wait to see/play the final product :D

Stake Black
08-24-2004, 01:24 AM

Btw, do u need help with the script? And...Is that tower part of Coruscant? O.o

08-24-2004, 03:47 AM
That would be an awesome MP map. ;)

08-24-2004, 04:53 AM
No, it would be a bloody awful MP map. I've already tried it - the MP engine handles it differently, and it's laggier (is that word?), then when it's played in SP. Besides, it's just not set up to function as a MP level - design wise...
...so stop asking, I didn't start this to make MP levels - and everyone asking me isn't gonna change my mind.

No, the tower is FAR from Coruscant. And where do you get "Anime" from that sword? (I knew I shouldn't have posted that screenshot!) It's just a simple, single-handed medieval sword...
...don't ask how a planet with a Medival/Renaissance/Industrial Revolution setting fits in with Star Wars. It doesn't. Unless it's previously undiscovered semi-industrial civilized planet (Simple steam engines, basic technology) that the two main characters get stranded on.
Ask no more. It'll make sence one you get the whole story, which I may post, as a spoiler, for those of you who don't care about having the story ruined. But right now I must concentrate on... PART 1!

08-25-2004, 04:23 PM

10-08-2004, 10:48 PM
I just learned how to make pre-rendered animation in 3D Studio MAX. After rendering, I can mix the sound, and other animation bits, with an awesome video production program, I got awhile back. (I can even use BLUE/GREEN SCREEN with it!)
Needless to say, The Rising Empire is now gonna have Pre-rendered cutscenes.
This will save compiling time, FPS, and loading time in the levels themselves. It also looks F*cking awesome!

Here's a short low quality video clip, of the opening cutscene, after sound production:
Right click the link and "Save Target As"
It's about a 500 Kb download.

Music is from "Shadows of the Empire" (the actual sound track)

Big Thanks to SciFi3D.com, and their vast archive of 3ds/MAX models. Thanks to the authors, of the Star Drestroyer, and Coruscant models/textures. They made it that much easier.
And thank you, Keshire for giving me those animation tips, I probably wouldn't have even attempted this, before.

Now, I know I've been promising this release since Jedi Outcast, so I really can't continue promising this. But It'll be done, one way or another, this year, or early next year. Even if I have to break some fingers on the way.

10-09-2004, 12:52 AM
Good work! Prerendered cutscenes are a splendid addition to your level. It's very kind of you to post updates sometimes, but even kinder it would be to post them every now and then, so that this awesome project would not be forgotten.

And try not to break your own fingers: You need them for mapping.

10-09-2004, 07:32 AM
well this looks like it will be a quality release.
Move along ... continue to work :trooper:

10-10-2004, 01:58 AM
Ok, here's a higher-res version,
about 1 MB.

It's now at 512x384. Too small? Don't care. I got work to do.
This one is a bit revised, from the low-res one. I've added the scrolling star field, just after the opening text crawl, (hence the different placement of the music) but I removed it from the preview, so it wouldn't be a huge download.
If you do download it - you're automatically obligated to give detailed feedback, on this forum. =) How it sucks and why. Or you could tell me how the close-up Star Destroyer, isn't detailed enough. I dunno. Discuss.
Tell me what I should add or take out.

Reminder: This story takes place 8-10 years before ANH, so Super Class Destroyers weren't around yet (don't even know if Imperal class was around that far back, but who cares). So whatever.

10-30-2004, 01:38 AM
Anyway. Another update:

These shots are from Chapter 1, level 2 of the Rising Empire. (Might just become Level 3, time permitting.)

Security Checkpoint, just outside the lobby of the Imperial Research Facility, on Coruscant.

Jarron, standing in the lobby. (he never actually sets foot in this area. He only sees it from the vent shafts, in cutscenes.)

Vent-shaft view of the lobby.

Level 2 was originally gonna be a stealth, or speeder chase through the streets of Coruscant, having the two main characters, eventually make their way to the Facility, after shaking the Stormtroopers.
Since a whole level dedicated to this, really isn't *too* relevant - I'm gonna have to remove it and have a cutscene in it's place, unless I get a whole bunch of free time...

02-01-2005, 11:30 PM
After trying for weeks to keep the ammount of detail, and the FPS on my Coruscant map, at happy median, I finally just decided to rid myself of the FPS killing, portal sky - since nothing in the portal sky moved, anway. In the end, it was the slightly, high-poly models, I had in they sky that lagged me to death (ME, one of the most tolerent, people, of lag.)...

Just about 4-6 days ago (I lost track of time), I was working in 3DS MAX, on cuscenes, when it finally hit me, that the possiblity to render six opposing angles of a scene, to create a skybox, in MAX, was logically, a reality.

After searching forever, on how to do it, I got practially nothing, and some dead links. Then I just went for it, and tried doing it myself.

I was really close from the start. I placed 1 camera, then copied it 5 more times, and pointed them in exact opposing directions. Which almost worked, but the corners didn't match up just right. Anyway long story short - Using logic, I changed the Frame of View (FOV) on each camera to 90 digrees, horizontal, and they matched up perfectly, and it works like a friggin, charm!

So, now in light of this, the FPS in my map has now doubled, while it still *appears* to have just as much detail, or more (which is all I wanted, to begin with). And, I think it actually looks much better now:

Anyway. This map is done, in the game-play and visual department. I now, need to script, cutscenes. Like this one, here:
http://www.massassi.net/ec/images/15510.jpg And render a few others...

After that, just a short trip through the sewers, into the Imperial Facility, and a few explosions later - this'll be all set for release - with or without the bonuses (Optional paths - Stealth vs. Guns-blazin', special moves, ect..)

Comments, anyone?

02-02-2005, 05:24 AM
Originally posted by Antizac
I was really close from the start. I placed 1 camera, then copied it 5 more times, and pointed them in exact opposing directions. Which almost worked, but the corners didn't match up just right. Anyway long story short - Using logic, I changed the Frame of View (FOV) on each camera to 90 digrees, horizontal, and they matched up perfectly, and it works like a friggin, charm!
Glad you figured out a workaround on your own, but there's a much easier way to set it up using Reflect/Refract maps on a primitive box. You don't even need a camera. If you want to know, just let me know - I've used it for creating some of my skyboxes.

This project does just keep looking better and better, Antizac. I really hope you finish it, and if there's anything I can ever do to help just let me know. :)

02-03-2005, 07:45 AM
Oh, yes! It looks great! It's good to know you went through the trouble of trying and trial to have such a fabulous skybox. I'm certainly looking forward to this project (even if 3 months long silent periods make me forget it every now and then!).

02-03-2005, 10:06 AM
This looks like a great setting, Antizac. I can't wait to play it and see it for myself. I love your vision of Coruscant!

A few extra buildings in the skybox wouldn't hurt, though...to make it look just that much more crowded.

03-17-2005, 04:41 AM
Wow, I didn't realise it's been over a month already...
I've been really busy, otherwise, with family junk, and other personal matters. Plus I destracted myself for a few weeks, on some free, addictive, online RPG (it is evil I say).
But after seeing the new Episode III trailer, I got my mind back to where it needed to be.

Well, time for another monthly update:
Tram Station, in the works...
...I'm trying not to spend too much time on this, it'll be pretty simple. The Main character (player) starts here, after getting off the tram.
A cutscene will play, when the player gets on/off the lift to the surface, since building architecture all the way to the surface, will just take up too much time and resources.
I need to finish this thing now! That hologram, will eventually be a hologram of Coruscant.

This was something that was bugging me since I built it. During a cutscene, the main characters are on the roof, escaping capture and a certain character is knocked off the roof, and falls through the skylight, several floors below...

...Well for that to happen, I'd need to have him thrown, 20 feet, somehow. But after realising that a balcony and large windows, would be a great addition to the suite - I built the balcony on the skylight side, extending over the skylight. So, now the scene will play out much better. (I'm quite proud of how that worked out.)

I have a cutscene (following the Video flyby cutscene), that involves Vader, (on one of those Stardestroyers) in a conference room with a General. I'll have screenshots, once I get it working 100% correctly, and have a space skybox with Coruscant, outside the windows.

This is really close to being done. It's mostly just scripting, and nit-picky things. (I've never been this close to finished. Plus, I've got a great start on the map that follows it, and even the others after that.)

Until next month.
(Nah, I'll try to update, earlier. Really.)

03-29-2005, 01:57 PM
This looks unbelievable!!

03-31-2005, 05:13 AM
Wow, first time in my life I want to play single player :p

03-31-2005, 05:25 AM
Well, here's some more screenshots of the Tram Station.

I really just need a main entrance/exit, out of this place, then I'm done. The blank wall, in the back (not pictured), up the stairs, is where the exit will be.

I also slapped a Coruscant texture, on the hologram, from one of the planets, I'm using in the rendered cutscenes.

And this here, is the lowest level, where the tram is - it's supposed to look this bad, by the way. It's one of the scummier parts of Coruscant.

Well, comment away...

04-07-2005, 09:34 PM
Looking really immersive. Can't wait to see it! Not many SP missions available, makes me want to try my hand at it. Oh, and tell me there is going to be voice acting!

04-18-2005, 12:53 PM
Here's some more updates. I resumed normal mapping, today and added a scene, that can be put prettymuch anywhere...

Screenshots of Vader, awaiting his master's return from an Imperial Senate, hearing.
I'm gonna have the Emperor's gaurds, standing outside the door, eventually - just getting the camera angles for right now.
And ignore the skybox (not the buildings, the Skybox), I'm gonna render a nicer one soon...

04-18-2005, 01:16 PM
Hey Antizac,

I heard about this project a year or two back, I have to say I'm quite impressed by the Coruscant look. I hope to see the lvl released shortly. Even if it's not perfect I wouldn't tell a difference.;)

Kessno11__________________________________________ __
Jedi Code, There is no emotion, there is peace, there is no passion, there is serenity, there is no anger there is harmony, there is no death, there is the FORCE.

05-20-2005, 09:50 PM
I really love it and want ! so ..
thank you ! :amidala:

05-22-2005, 12:30 AM
BTW, when is JA Leela Civ/Jedi gonna be released?

05-22-2005, 12:35 AM
Wait a second.......... *looks at post dates* OMFG are you dead? I hope to god no. :(

05-22-2005, 12:29 PM
Hey Shrub91,

I don't think Antizac is dead, it's just that this project has been around for 3 years. He's extremely busy with it, he does post every couple of weeks to fill us in though:)

05-24-2005, 11:56 PM
okay, Now I see that, LoL
I was just so excited when I heard how cool this mod'll be but when I saw that This thread was old, I guess I freaked :)

09-07-2005, 12:48 AM
This thread? Get old? NEVAR!

Infact, I've just been warming up these past many, many months - with alcohol:

http://i9.photobucket.com/albums/a62/Antizacc/TRE_STUFF/drink_anim.gif ;)

09-07-2005, 07:22 AM
Thats awesome!

09-09-2005, 05:44 AM
Check out The Rising Empire webpage (http://www.geocities.com/psychodelic_dak/) - I actually made an effort to update it - it looks half-way decent too.

I also went through the process of typing out a quick/rough (spoiler-free) back-story for The Rising Empire (http://www.geocities.com/psychodelic_dak/story.html), giving you a much better idea of who Jarron is, and how he fits into the Star Wars Universe...

It basically just outlines the events surrounding Jarron, that lead up to The Rising Empire (http://www.geocities.com/psychodelic_dak/)...

10-01-2005, 12:46 PM
So hows TRE coming along, 70%? 80%?

10-01-2005, 12:51 PM
Maybe you could hire David Duchovny to be voice actor for Jarron?
LOL, wishful thinking.

10-16-2005, 12:49 AM
Hehe. I wish...
...I have to settle for mediocre voice-talent...myself, actually...

Schrub - To answer your question, It's about 30-40% done as a whole (Chapters 1,2,& 3 - I have pieces of Chapters 2 & 3 already completed)

But this current Chapter, 1, is gonna be released first, and it's about 75-80% done. It's mostly scripting, that's left. (and it's very boring)

Well, it's been awhile, but here's some updates - mostly from places that have already been showcased...

From the Beginning:
A fairly new Corellian ship exits hyperspace...and is the subject of a current project, being developed at the Imperial Research Facility on Coruscant.

Darth Vader, disapproving of the General's presentation, and the project's early unveiling...

Meanwhile, our main character, Jarron, awakens from his long tram ride...
And makes his way through the station...
...to the security checkpoint...

10-16-2005, 12:50 AM
...Finally, to the surface...
Cheap run-down government funded apartments, strip clubs, and anything else in a place, a sensible self-respecting sentient-being shouldn't be...
...to meet-up with someone...

...And at some point he ends up in this cheap lodging-suite, where he's briefed on his mission objectives...

Yes, those Shades, actually work, and the background buildings (the ones you'll never set foot on) are all misc .md3 models, with the lowest polycount possible (during compile, the polys would always be divided up too much) so, this makes things, overall, faster...


10-17-2005, 02:55 PM
How's "****ing awesome" for a comment?

11-16-2005, 01:22 AM
Thanks for the feedback/replies, everyone... And by everyone, I mean Prime. (and yes, everyone after my post prior to that)...
...it's been awhile, because I've been procrastinating, and trying to lead less of a secluded lifestyle...
Anyway here's what happens when I procrastinate:

WIP images of the Imperial City in Chapter 3:

It's basically just the buildings, near the sea-port (which will be 3 times larger, than it is now). The more extravagant, gothic-architectural buildings are gonna be farther back from the sea, closer to the cliff face, that the entire 3,000 year-old palace is built into...

Yes, I'm fully aware that the buildings suck, and are a just a bunch of painted boxes - it's purposely done.The buildings are placeholders - it's a Work In Progress, and there's gonna be 3 times the buildings there are now, with more detail. I'm not really asking for criticism, on the architecture, just yet, I'm just looking for criticism, on the concept - the pictures are like an animatic for a film. Boxes, and shapes, just giving you a basic idea of the final product - even though the pictures don't even begin to do the final product justice - buildings are gonna be much more detialed, and the background should be surrounded, by a cliff, with a palace to the West, and the ocean to the east....

...if you can use you imagination...what do you think of the idea, and the concept?

Chapters 2 and 3 are gonna be finished before the first one, at this rate...
not likely...But scripting is SOOOO boring, and time-consuming...

You're probably wondering how these two totally diferent environments come together in the story. Well, all I'm gonna say for now (and until I've released Chapter 1), is - this medival-gothic-renaissance/pre-industrial, type planet, that the main characters crash-land on - is in an uncharted territory beyond the outer-rim, on the bordering edge of a small, neighboring star-cluster.
The systems' planets in the cluster have always been unquestionably labeled, as lifeless rocks by scout probes, so none of the exploration organizations have bothered to make a 2-year hyperspace jump, just to explore the barren systems. Due to this fact, the pre-industrialized civilizations that populate the planet, have had no contact with any outside worlds...

Anyway, that's most of the logic behind it. But there's a huge back-story, of how these people came into being, on this planet, that the two main characters will crash on...

At this point, I just wish I could afford actors, so I can make this into a fan-film (I almost hate to call it that), it would take less time to make...
...I just wish I could project images from my head, and tell the story, that way.

Anyway, until that technology becomes available, I'm gonna keep working...
...Back to scrpting - for Chapter 1...

11-16-2005, 08:25 AM
Waoh those are really awesome...must have overlooked those new pics. Very awesome!

11-16-2005, 07:02 PM
Just when I thought there was no more inspiration to continue my own project... I see this... and it inspires me to work hard. Or at least to learn some modeling skills. This is a ****ing AWESOME project, I can't wait to see the release. If there's a good JA SP levelset, it's this one.

Sorry to say good, no word can truly do it justice. Perfect is too much; there's only one perfect thing. Excellent isn't enough... ah, the terrible limitations of the English Language!

Oh, and I want your video card...

04-22-2006, 01:55 AM
Hi, sorry about the bump. I'm just curious, is this still being made or is it dead?
hope you see this Dak.

04-22-2006, 02:04 AM
You, know it's funny....most days I'd say "yes"...
...but just today, for the first time, I'm not sure.

Girls - they sure know how to mess with your head...
...maybe that's whay I was avoiding them for the last couple years...

Ask me some other time...

This is an update, as of March 22:

I started fiddling around with my skybox in 3DS Max, and next thing I know, I'm re-arranging everything, moving the buildings closer to the perspective and moving all the seperate sections to different heights...

....needless to say, once I got it rendered, and in the game...it kicks ass. I can't even believe how much more depth it has now...

04-23-2006, 02:23 PM
wow, thats probably on par with the sheer awesomeness of that level in JK1 (think it was coruscant or sumtin) That rocks.

The Truthful Liar
05-28-2006, 04:55 PM
Nice eye candy. :)

03-09-2012, 10:16 AM
Wow... I was still trying to mod up to 2007?

I'm sorry for reviving an old thread but I had to take a trip to Nostalgia City earlier today, after seeing some links on youtube for the now dead Dark Forces Mod...
...It's good to hear those guys are moving on. It's a lot of stress trying to keep a mod going on your own - but I hope someone picks it up for them. But I digress.

I recently moved on, myself back in 2009 - but didn't officially announce it until about 4 months ago. (http://www.moddb.com/mods/the-rising-empire)

Everything's explained in a bit more deatil in the Moddb link.
Basically, after a few mild crashes, life changes and whatnot this is all that really survived:

Since I was last posting on here - my job started paying well so it involved me working much more often - I traveled to UK and spent some time in Norway, finished some college and played Star Wars Galaxies up to the very end...yes. Had some good times and had some really messed up drama between guilds and such (seriously. GAME, people!) - but overall it was an adventure with good friends that we all had some fun with. (http://www.youtube.com/watch?v=wr_Fn0_gjko)
(And oddly enough, I enjoyed making too many videos about my made-up alter-ego Kliff Edge...) (http://www.youtube.com/watch?v=deOLkA0cQFo&feature=BFa&list=PL1D4548F19ECD886B&lf=context)

Right now I'm just working hard, saving up a small fortune, working on a few small personal projects and staying healthy.

How's everyone else been? :D