View Full Version : Just to keep you informed
05-13-2002, 10:38 PM
Ok, I just downloaded the new Tatooine skybox and I think I will keep it. Great work Gizmo!
It looks way better than that ol' Bespin one.
I've added some objects in the map and some new buildings, but nothing too fancy.
The Droid-Salesman is included now too, but will need some additional work.
By public demand I added a nice little air-speeder too.
I borrowed the special edition of SW4 from a friend and discovered that there was some kind of tail-fin or something at the junkpile, so I added that too.
So, hope you liked the new pics and I'll work on the lighting problem tomorrow (These are only fast-rendered screenshots).
05-13-2002, 10:47 PM
I like that orange tent-cloth texture you have... Do you think I could use it in my map? It might work well as the sail for Jabba's Barge...
05-14-2002, 05:50 PM
Better ask Tems- all textures are his ;)
05-14-2002, 05:51 PM
I'll see if I can't find/make one on my own first. Thanks for the info. :)
05-15-2002, 06:15 AM
So, I just compiled the map at high quality again and made some screens- hopefully for your delight :)
I retextured the junkpile-
And I've started to get into that problem with the harsh background- but I don't think that I can do that on every street, perhaps you can think of things I could use as walls to block off the skybox...
05-16-2002, 08:06 PM
I just uploaded the latest version of the cantina, but please don't expect too many new things- the screenshots more or less show it all already.
05-16-2002, 09:51 PM
tigris. i found something you may really really like man.
if you have access to like milkshape or something you may be able to convert some of those 3ds models, but that site has pretty much every building in mos eisley. enjoy!
05-16-2002, 09:59 PM
Wow, that webpage has the perfect textures.
05-16-2002, 10:06 PM
i know :D i'm tryin to convert the millenium falcon 3ds model to md3. having some trouble anyone have any experience doin this?
05-17-2002, 05:51 AM
I'm building the whole building acording to a layout I have found, so I don't think I can use them. But I'm looking into the textures and hopefully be able to use some :)
05-17-2002, 01:32 PM
Tigris... I just need to let you know how cool this map is. My 4 and 5 year old sons wanted to make sure I told you how much they love it. We played the Cantina almost exclusively all last weekend and every night when I get home from work I find myself typing 'devmap cantina'. They love it... I love it. The bar looks spectacular!
I've downloaded your latest version and can not wait until after Episode II today to go home and load up the new one.
Question though and thoughts... you have a building behind the cantina that has a door that drops into the sand... slow. Once inside there are about 4 doors (2 left, 2 right), none of the other doors open. Judging by the scale of the building, it appears as if there should be room for rooms (redundant?). Is this a 'glitch' or are the doors locked? Blood on exterior walls is a nice touch. Rooftop of a corner building (I think if you exit main cantina door and go to left corner of map) has a light/white patch. I'm not complaining, just pointing it out. Also, I've gotten 'hung' on some of the banners (I don't know what you call them) hanging through the streets. Sometimes I'll teleport to the rooftop, other times I'll just die a slow death.
Again, love the level and anxious to try latest version.
05-17-2002, 03:45 PM
Well thank you! I'm really happy that your kids like it :)
Hopeful the movie was good and you find enough new things in the new version. It's really nice to hear of people enjoying my map- esspecially the kids! :)
The building behind the cantina is empty, so I didn't make the doors opening. If anyone comes up with an idea for what to add in there I would try to make it.
The small white line: I will immideately look at that- already rebuild the whole roof of the building behind the junk-pile; it had a similar problem.
The banners have been changed lately- they now seem strange too, but I hopefully fixed it already. (The compiling of the map takes 3-4 hours, so I'm kinda scared of it; only doing those over night)
05-19-2002, 06:01 AM
I found some perfect music to play in the cantina (not in the whole map) have you msn messengar so i can send it to you?
05-19-2002, 12:33 PM
Unfortunately not :(
Just an update for you (Tigris). Looks great! Love the new rooms and added "junk". Speeder in front of cantina seems to be missing a texture on right and left sides (just black). Could be the model you're using. You've added new items to the bar, looks nice. You've totally redone the rooftops by adding new designs too... again, great change. As for the room with the (correction) 2 doors (where the main entry door slides into floor), what about putting bacta or health packs in there?
Anyway... just wanted to let you know how nice the new improved cantina still is. Well done!
05-20-2002, 06:51 PM
Looks really nice, Tigris.
Can I ask where you got your sand textures? I'm really in need of some right now...
05-21-2002, 04:30 AM
*looks at Antilles*erm *points at Tems* :D
Ok, I'm think those med-packs are quite a nice idea, so I'll include them in the next release :)
About the speeder: Did anyone besides me already use that speeder? Just because it really is strange for a LucasArts Speeder to have mixed up textures...
05-21-2002, 04:47 AM
I see... :D
05-21-2002, 09:50 AM
Hey Tigris thats looking very good sofar but what are your r_speeds like atm?
im glad to see that the skybox fits in well
ive got a few tat dusk/dawn boxes in the works i'll see if i can get some pic's up for you guys to check out
05-21-2002, 03:11 PM
looks really good
dont forget easter egg :D
the reproduction looks good, though I think the map would benefit from some lumps or different texturing on the ground to limit the artifacting you get. The texture set itself looks pretty decent, they just get too repetitive on the large brushes.
Modifying the horizon would be beneficial too, rather than leaving it just a flat line that cuts off into the skybox. Something like a low wall around the village or something.
You could probably fix both problems with some lighting tricks or maybe playing with fogs though I'm not sure, experimentation in order I guess.
Big problem with quake has always been that it doesn't handle brightness very well, sunny outdoor maps are always a major pain to get looking good.
05-21-2002, 04:16 PM
I started that horizon-problem already in the back alleys,but i'll see what I can do to improve it. My goal is the recreation of the feeling that you are in Mos Eisley, and that you can wander in every direction- with out limitations (ok, not without, but with little ;) )
Gizmo: r_speeds? better don't ask :D The last time I cared to look they were 17000 inside the cantina (those small objects and the little details really eat their part of the cpu :( )
I think their around 10000 normal now, but I hope I can get them to about 7000 with some good placement of chaulk and hint.
About the textures: I'll see if I can improve that a bit- only problem; Sometimes JK2 puts different lighting levels on two brushs that are right next to each other. So you can easily get some very strange shading differences.
Something like a low wall around the village or something
Excellent idea! If you can do that Tigris, it would definately be awesome.
As far as r_speeds, I haven't had any problems inside the cantina yet... The 2 machines I'm running this on are a P3 800 (64MB G2Pro) and a P3 933 (128MB G4Ti). Neither is 'high-end'. Details are set to high on both. My son added 14 Stormtrooper bots outside and still no slow down (even with their jumping). Let me know when newer versions are ready for testing :)
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