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RichDiesal
07-13-2002, 12:24 AM
I know a lot of people have been asking me lately about my current project, so here I am to shed some light on it, as I just finished up all of the architecture.

Description:
ffa_archives is a true-to-the-movie representation of the Jedi Archives in Episode II - the scene where Obi-Wan Kenobi enters the library to look up the location of Kamino. Unlike duel_kamino, ffa_archives has not been altered in any way from the visible sections of its movie-based counterpart.

I have, however, added a grand staircase at the two far ends of the Archives in order for non-forceusers and no-force servers to enjoy the map. This section is still true the movie, as the section where I added the staircase was not visible in any scene.

Actual game statistics:
At full speed, running from end to end, it takes 14 seconds to run the entire length of the archives. It's a long way. I believe it fully represents the grandiosity of the Archives as seen in Episode II.

There are two main levels of "bookcases" with a handrail stopping players from falling off the top level. Columns run from the lowest floor, up through the second level floors, up to an arch at the top of the building (a vaulted ceiling).

Technical specs:
The map is 3500 grid units long by 1700 grid units wide. The main area is 700 units tall, while the vaulted ceiling is an additional 350 units tall.

At the most complex point, currently, the triangle count (r_speeds) is hovering around 11500. On average, it stays approximately 9500-10000. I have not yet put in hint brushes, so this number should still drop a bit. This will be need to be counterbalanced with the high number of shaders I will be making.

Progress:
Architecture: 95% - All major architectural aspects of the map are complete. I have yet to add in clip brushes for the staircases and there is much debugging to be done, to make sure everything will work out in the end, but most of the work is complete.

Lighting: 0% - Texturing has not been done yet (which is why there are no screenshots, unless you want a shot of Radiant with a hell of a lot of caulk) and most of the lighting (although not all) will be done with light-emitting shaders.

Gameplay: 0%


I will be putting out alpha version screenshots when I get the first round of texturing done, which should be in a day or two.

Wes Marrakesh
07-13-2002, 12:53 AM
:cool: , very :cool: . I would think that weapons should be in places between bookshelves on floor 2

Eklin
07-13-2002, 06:08 AM
Sounds cool. Can't wait for dem screenies.

Grets Sirob
07-13-2002, 06:46 AM
Sweet, yet another great RichDiesal map...




:emperor: I shall rule the galaxy.

winner_rex
07-13-2002, 08:06 AM
Hooray Rich

Darth-Nasty
07-13-2002, 09:41 AM
Info from Starwars.com databank
Lining the main hall were bronze busts of some of the most revered and accomplished Jedi Masters, both living and dead.

will your map feature this or is that just too much detail??

winner_rex
07-13-2002, 09:52 AM
If'n you want, I can make some low poly busts...

Darth-Nasty
07-13-2002, 10:16 AM
Am i right in thinking that in the film there is a bust of count dooku??

and if dooku gets in i'd bet my face that yoda gets one as well.

I'm sure if you asked the relavent people you could whack the heads of the (soon to be released) dooku and yoda models give them a nice bronze texture and put them on a plinth in the jedi archives. And make the other busts all low poly.

itll be a nice easter egg for anyone who gets board of fighting in the jedi academy and wants to admire the detail

winner_rex
07-13-2002, 10:32 AM
well darth nasty, yes and no

Dooku IS in it, but it's because he's one of the lost twenty who left the jedi order. So you see, Yoda wouldnt be in it.

That will be one face please.

Darth-Nasty
07-13-2002, 10:48 AM
maybe

i still reckon yoda is likely to be there

that quote up there is straight from starwars .com and i feel is completly describes yoda (okay i had to look up what revered meant. It means someone who is looked up to in awe and people are yielding to the opinion, wishes, or judgment of them)

i woulda thought dooku would have got in because of what he did when he was a jedi rather than the fact that he walked out on them

but if its said somewhere that the busts are of the lost twenty than IOU 1 face

here u go
:joy:

RichDiesal
07-13-2002, 11:09 AM
If anyone would like to model busts (if no one does, there will not be any), I need 20 unique busts, none of which should be more than 75 triangles (preferably less). That's probably not possible, but if anyone thinks they can pull it off, have at it.

The bust would need to be 20x20x20 grid units (at absolute maximums).

winner_rex
07-13-2002, 11:11 AM
I thought you'd never ask :)

t3rr0r
07-13-2002, 11:11 AM
are all the busts of the lost 20?

winner_rex
07-13-2002, 11:13 AM
yep

Manquesa
07-13-2002, 11:40 AM
hmm, I sense another 20,000 views, 1000 posts thread coming this way.

winner_rex
07-13-2002, 11:44 AM
is that so wrong?
Ok I am working on the busts without rich's consent ! ME ME ME

Manquesa
07-13-2002, 11:53 AM
Originally posted by winner_rex

Ok I am working on the busts without rich's consent ! ME ME ME



hmmm, I though he consented to it



Originally posted by RichDiesal

If anyone would like to model busts (if no one does, there will not be any), I need 20 unique busts, none of which should be more than 75 triangles (preferably less). That's probably not possible, but if anyone thinks they can pull it off, have at it.

The bust would need to be 20x20x20 grid units (at absolute maximums).

winner_rex
07-13-2002, 12:10 PM
I was joking...
you're right we're in for a long thread.

Will anyone help me skin my models once I'm done?

Grets Sirob
07-13-2002, 12:49 PM
Nope:D.
I hope he gets it done in good time(one month maximum, got that rich? :D)




:emperor: I shall rule the galaxy.

winner_rex
07-13-2002, 01:13 PM
FINE
I started skinning them myself, they actually look ok.

How bout that?

t3rr0r
07-13-2002, 01:14 PM
can we see? :D

winner_rex
07-13-2002, 01:45 PM
here's the 3/6 i've textured...
keep in mind that I'm not a leet skinner...

http://home.adelphia.net/~nraec1/wip/201.jpg
http://home.adelphia.net/~nraec1/wip/202.jpg

RichDiesal
07-14-2002, 09:27 AM
Mmm... I'm looking for something much more detailed and more... bust-shaped. :)

RichDiesal
07-16-2002, 09:04 AM
Slight update... a column! Because I know you all love columns. :p

(I just pulled the column from the actual map and set it to a random sky, so ignore the surroundings).

http://richdiesal.jedioutcastmaps.com/images/archivescolumn.jpg

(Incidentally, this is the one and only reference pic I'm using for this entire map: http://richdiesal.jedioutcastmaps.com/images/archivesref.jpg - If you have something with more detail (i.e. bigger), let me know.)

Emon
07-16-2002, 09:10 AM
I would recommend running a batch conversion on the Bespin texture set to make them more of a tan/brown color instead of orange, as seen in this shot:

http://www.starwars.com/databank/location/jediarchives/index_movie.html

RichDiesal
07-16-2002, 09:14 AM
That's the screenshot I used (in fact, the one that's in my post... you obviously didn't click anywhere ;)) and all of the textures seen there, I made myself...

Also I just used bespin/sky for lighting, so that's it what's giving it a slightly orange hue. The texture will look differently in the final map (as I wouldn't use a bespin sky for a Coruscant based map, now would I? :p)

winner_rex
07-16-2002, 10:24 AM
Rich you so crazay!

Emon
07-16-2002, 10:25 AM
Ah.. Looks a lot like Bespin.

RichDiesal
07-16-2002, 11:48 AM
Well stone is stone, after all. :p

Emon
07-16-2002, 11:54 AM
I always hated the Bespin JO textures. Bespin is mostly white, not orange.

RichDiesal
07-16-2002, 11:58 AM
Well, I believe Raven decided they wanted all of their levels to take place in the "afternoon" sky of Bespin, thus the orange appearance (http://www.starwars.com/databank/location/bespin/index_eu.html) of everything.

In the movies, on the the other hand, it was indeed all much more white... not sure why they chose to deviate from that, but I'm sure they had their reasons. :p

Emon
07-16-2002, 12:01 PM
True, but then the indoors should have been white.

RichDiesal
07-16-2002, 12:04 PM
Well I imagine there were more parts of Bespin than just the ones in the movies... though it still would have been nice to see something that at least sort of looked like ESB.

Creative license, go figure. :p

Emon
07-16-2002, 12:10 PM
There are some orange parts indoors, but I would have liked to go through the uppermost white and purty levels.

Someone made a really kickass DF level like that, and the MotS Bespin hidden level was pretty right on as far as colors go, but you could tell the whole map was wipped together in probably a day.

Xzzy
07-16-2002, 01:11 PM
Originally posted by Emon
True, but then the indoors should have been white.

White quake maps usually end up looking really, really bad. It results in everything looking washed out and making it all a huge eyesore.

The creative license with bespin was probably taken just to make the game playable. The texture set is quite dull though, i'll agree to that.

ffa_bespin has to be far and away the ugliest map to come with the game.

RichDiesal
07-16-2002, 01:13 PM
Really, you think so? I actually like it best, color-wise... Soft tones, gives it a more comfortable feel, in contrast with the action being played in it.

ANYWAY, this thread is about my map, let's stay on-topic people!! :p

Xzzy
07-16-2002, 09:47 PM
well there's nothing wrong with the colors themselves, when ID uses earth tones it generally looks really good. ;p

Just a combination of the architecture and the lack of detail in textures that do it.

Hanch Saode
07-16-2002, 10:05 PM
Mapping this is a really good idea....I will be awaiting further news about progress....I can't wait...keep it up :)

Xzzy
07-16-2002, 10:12 PM
Originally posted by RichDiesal
ANYWAY, this thread is about my map, let's stay on-topic people!! :p

Well along those lines I do have concerns that it'll actually be a good map for playing ffa. :p Maybe a duel map or something but I can't imagine that those bookcases will provide enough space to get any quality fighting in.

Will it look good, yes, will it be a perfect map, yes, and it'll get ten trillion downloads because it's a scene from a star wars movie, but I have reservations it'll actually be something fun to play on.

RichDiesal
07-17-2002, 12:38 AM
Ahh! Well this is a good point.

The archives are very much huge. The center area (between columns) is about 500 grid units wide (about the size of the centermost part of duel_kamino) AND there is a path you can run down behind the columns, giving plenty of chase areas.

I forsee a "main action in the center with people jumping out from behind corners to get people from behind" sort of idea.

But I suppose we shall see. :D

Xzzy
07-17-2002, 12:55 AM
well as long as concessions are being made to keep the map playable that's fine. Nothing worse than a good looking map that plays like crap. ;)

By my eyeballing the center hall is no more than 300 units wide.

Calculated by assuming that player models in game are 32 units wide and applying that to the people in the image. If you use that person standing next to the third bust from the front you figure she/he/it would fit in the corridor 9 or 10 times.

Simple math giving around 300 units.

500 units is roomy, but 300 would get crowded fast. :p

Darth-Nasty
07-17-2002, 09:20 AM
will you be using the corusant texture from the kejim single player level for the windows at the end of the archives?

i reckon it would really make it better

RichDiesal
07-17-2002, 10:55 AM
Neh, because the light is so bright that you can't see out in the movie (it just appears white), the same effect will be used here.

lo5t_h0pe
07-21-2002, 05:28 AM
so does that mean you'll possibly be doing that ray of sun light trick on those windows? it's a neat effect. might look pretty good in there.

and yes, i'm working on the bust model. i'm having some troubles exporting, though, so i'm searching for help. do you think volrath would help me on that? i've tried to figure it out, but i'm lost on it.

thanks. i look forward to another update, and you'll be hearing from me soon.

PS - don't i deserve better than bantha fodder? i'm not jedi, but i'm no fodder either.

RichDiesal
07-21-2002, 08:52 AM
Well keep posting, and you'll get better. :p

I am trying to get the rays of light to work, but it has been slow going lately. I've been bogged down at work and pretty much just passing out when I get home, so I haven't worked a whole lot.

Most of the regular textures are done - working on the quantity of shaders now.

And yes, Volrath should be able to help you figure out turning them into MD3s. I personally have no idea how beyond that tutorial. :D

Ah Boon
07-21-2002, 11:39 AM
go RD go!!! just hook me up if ya need anything(which i doubt u will :D)....

RichDiesal
07-22-2002, 06:56 PM
I am having a bit of trouble making textures, mainly for the reason that I know next to nothing about graphic arts. As of now, it all looks very plain... the architecture is there, but the textures are all just so solid and ordinary looking... hmm.

Not quite sure how to fix that.

Eklin
07-22-2002, 10:20 PM
You could just try and modify the textures for the bespin maps.

Wes Marrakesh
07-22-2002, 11:01 PM
Originally posted by RichDiesal
(as I wouldn't use a bespin sky for a Coruscant based map, now would I?)
What's wrong with bepin?
I'm using it! (due to lack of anything else)
:lol:
any suggestions?

lo5t_h0pe
07-22-2002, 11:17 PM
well. . .without seeing them, i don't know what to say. there are lots of options for adding an organic look, but it all depends on what you have already. if you PM me with some links to them, i'll get back to you with some suggestions, if you'd like. that's about all i can say without seeing them. hope i can help.

lo5t h0pe

RichDiesal
07-23-2002, 01:06 AM
Weeell... here is an early shot of one side of the lower level.

Look at the floor and the bookcase... and tell me what you think. :D Open opinions, suggestions, etc, etc. Keep in mind that I haven't even thought about lighting yet.

http://richdiesal.jedioutcastmaps.com/images/archives001.jpg

lo5t_h0pe
07-23-2002, 02:38 AM
hmmm. . .you're right on the blandness, but it's not that far from the movie still. it is this point that we all wish quake supported full reflections without doubling polycount (ouch). i like the "books". they look pretty good. maybe if they could sparkle. i'm not sure how you animate textures in quake (you can in theory, right?) but maybe a sparkle to those would be good. as for the floor, i think a marble grain would make it good, and maybe that shimmer effect that some metal things have in different quake based games. that and a marble grain on them would be a wonderful addition, and i think that would liven it up a lot. the ceiling. . .that's a different story. i don't imagine the ceiling being too interesting, but at the same time, it seems like it really needs something. possibly adding some noise to the texture, and again, that metal glistening effect. other than that, i think it looks good. i think the main thing is to keep it organic with some shape to it in some form. that's all, but i think all that would fix a lot of blandness problems.

Eklin
07-23-2002, 03:29 AM
I suggest that you take the basic bespin texture, without ANY of the lines added, and throw that on your wall. It'll give it a little bit of a particle effect so it isn't so plain.

And if you want, you can put your own dark lines on it in whatever form you want.

Edit: HOLEY ####!! I just looked at the fps on that screenshot and it said 71!!! How do you get it that high? The most I can get is 30, and that's VERY rare.

GoldenFrog
07-23-2002, 03:32 AM
maybe if they could sparkle. i'm not sure how you animate textures in quake (you can in theory, right?) but maybe a sparkle to those would be good

In elite force(a game using the q3 engine) there are tons of animated textures!

pakmannen
07-23-2002, 04:56 AM
um, animated textures = shaders.. :)

i get 70-90 fps btw.. :D

lo5t_h0pe
07-23-2002, 05:46 AM
same here. patches are the only trouble makers for me, and they probably are for anyone when you get enough of them. anyway. . .i didn't know that's what a shader was. i actually don't map myself, so i just learn the terms from things i read; tutorials (yes, i read them even though i don't map. i like learning weird stuff), posts, stuff like that. i hadn't read a texture tutorial yet, so i didn't know. thanks. learning is always good. and with that i'll edit. . .

rich, i think you should throw in some sparkly. . .shaders. . .for the books to help the effect . and also, i don't know how hard this would be and i know it's not what you showed us or are probably even working on yet, but i just got this idea that you could use. do that "ray of light" thing on the windows, and then on the floor have a very evident shape of the light through the window. you could even go beyond that and do like some of the RtCW maps do and have that. . .shader-ed. . .so that it's like clouds are floating past the window. of course, use normal lights so that characters light up when they step into this light, but have the. . .shader. . .on the floor to add an extra bit of atmosphere.

sorry. just me going off on ideas again. hopefully the. . .shader. . .idea will help with adding some organic quality to the "bookcases".

that is all. . .for now.

lo5t_h0pe

Eklin
07-23-2002, 06:56 AM
Originally posted by pakmannen
um, animated textures = shaders.. :)

i get 70-90 fps btw.. :D
Would you mind posting your system specs so that I know what I need to upgrade on my comp?

(sorry to get off topic, but the game sucks when it's running at 15 fps)

darth_micke
07-23-2002, 09:21 AM
heeello....

First of all: Rich, wonderful job, keep it up....

And second: Does anyone know where to find book textures?? I kinda need it for my new project...please?

Thats all!

Xzzy
07-23-2002, 10:08 AM
Originally posted by RichDiesal

Look at the floor and the bookcase... and tell me what you think. :D Open opinions, suggestions, etc, etc.

Try staggering the book texture on the vertical slider so it's not so obviously repeating.

Books aren't in proper scale either, in the movie shot there's 11 rows, in your image there's only 8 (plus a single book is about as big as your character's torso).

Floor looks good but to be true to the reference image you'll need a reflective shader on it. This would also help solve any detail problems.. if folks can afford the fps hit. ;)

You could also try blending in a marble type texture into the floor to give it some detail.. at a very low opacity though. I'm not a photoshop god but I am decently capable (two years of myth map making = lots of photoshop time) so if you don't mind making your textures available I can try playing around with things for a bit.

Not being condescending, just short and to the point.

i like those poly counts too.. how high are they maxxing and how close to finished is your brushcount?

Karshaddii
07-23-2002, 10:20 AM
DOOODS--it's a preliminary screenie--it's not the final version.

I have faith in you Rich--go get 'em!


But now that I take a good look---no, kidding.

Lookin' good!

RichDiesal
07-23-2002, 11:58 AM
Try staggering the book texture on the vertical slider so it's not so obviously repeating.
We're not looking at overall texture placement here, just texture design. :D I will be changing the vertical height of each from bookcase to bookcase to make them seem more random, but I just haven't done it yet. Comment on what you're supposed to comment on. :p

Books aren't in proper scale either, in the movie shot there's 11 rows, in your image there's only 8 (plus a single book is about as big as your character's torso).
Again, just haven't done it yet. I didn't want to go to the effort to line up the texture to 11 rows (the texture itself is 4 rows high, incidentally), and if I was going to be completely changing the shader I used, I didn't want that effort to be for nothing. Thus, not done yet.

Floor looks good but to be true to the reference image you'll need a reflective shader on it. This would also help solve any detail problems.. if folks can afford the fps hit. ;)
I was actually thinking of using an environment map on the shader, like the the semi-reflective-but-not-really floor effect on Kejim... Not sure how that'll work, but I'll look into it.

You could also try blending in a marble type texture into the floor to give it some detail.. at a very low opacity though.
Hmm... I hadn't thought of actually blending a texture into it. I've just been adding Noise to make it appear a little rough. I will try that, though I'm not sure where to find a marble texture.

i like those poly counts too.. how high are they maxxing and how close to finished is your brushcount?
I swear I wrote all that out many many posts ago. :p Brushes are 95% done, and maxing around 11-12k when standing in the very center, looking up at the windows at the far side... on average it runs 8-9k, although adding a reflective floor will do who-knows-what to that count. I suppose we shall see.

Would you mind posting your system specs so that I know what I need to upgrade on my comp?
Actually, the reason framerate is so high is because of the low tris count... notice it's only about 5k in that shot. I've only got a Pentium 3 800 (I'm upgrading soon myself). Most maps released nowadays have unreasonably high tris counts... that may be why you see such low framerates in most places. :)

Does anyone know where to find book textures?? I kinda need it for my new project...please?
Huh? :p

do that "ray of light" thing on the windows, and then on the floor have a very evident shape of the light through the window
Yup, that is in the works. :D


See, the reason I haven't been posting too many updates is because this always happens, just like in Kamino. :p I have all this stuff on the backburner, taking one task at a time, and then everyone complains that it's not in the pre-alpha version. :p

In any case, I'll be working on it a bit tonight after work. If anyone can find me a good tilable marble texture to mess around with, that would be mucho helpful.

winner_rex
07-23-2002, 12:21 PM
I could make you some textures![/joke]

Use the filters, Rich

lo5t_h0pe
07-23-2002, 12:42 PM
i'll look for some marble textures after work if no one has found any by then. i think i have one, actually. if not, i have a fire that i know will convert to marble fine. well, better than fine. it would be beautiful. other than that, why do people not read what was already said? could you not just say "i agree with lo5t_h0pe on the marble texture"? seems like it would save some space and you wouldn't sound redundant.

what about the sparkly book shader idea? i don't think that was commented on. i think that would help the bookcases more than anything. and yes, if you CAN add a reflection that doesn't add a big poly hit, go for it. that would help, but i will agree with the other guy and myself: light marbling would mucho.

that's all. . .for now.

lo5t h0pe

Xzzy
07-23-2002, 12:43 PM
Originally posted by RichDiesal

We're not looking at overall texture placement here, just texture design. :D


Gotcha, you weren't terribly specific about what kind of critique you wanted so I just commented on it all.

With that in mind, the book texture is close, but not quite "fuzzy" enough. The edges are too harsh. Now I know the reference image is fuzzy due to conversion from film to jpg but even from what I recall in the movie the "books" weren't exactly books like we'd think.

Fade each book towards black at the top and bottom and you'd be close enough for jazz.

Floor texture/coloring looks fine, it washes out badly though with the light that the books are emitting though.

I was actually thinking of using an environment map on the shader, like the the semi-reflective-but-not-really floor effect on Kejim... Not sure how that'll work, but I'll look into it.

This would probably be a better illusion anyways, and be much more kind to fps. The reflections that the mirror surfaces produce are far too sharp.


I will try that, though I'm not sure where to find a marble texture.

Webpage background sites are going to have a ton of marble textures. Creating your own works too, but might take longer to get results like you want (if copyright issues bother you).

General idea would be to use the cloud filter function to get your basic image, add in some random noise with the noise filter, blur it, and play with ripples.


I swear I wrote all that out many many posts ago. :p

sometimes i'm not the most observant of individuals.

See, the reason I haven't been posting too many updates is because this always happens, just like in Kamino.

Then be more specific in what kind of advice you're looking for. ;) When you posted that screenshot the only thing you told us not to do was comment on lighting.

Manquesa
07-23-2002, 12:54 PM
Lot's of textures here -- http://www.grsites.com/textures/

It's got like 150 or so marble textures and I believe they're all tileable, there's bound to be one you could use.

Xzzy
07-23-2002, 01:16 PM
Originally posted by Manquesa
Lot's of textures here -- http://www.grsites.com/textures/


hah, that's the exact same marble texture I used on my very first website, back in 95/96 just after netscape 1.1n came out:

http://www.grsites.com/cgi-bin/tile.cgi?dir=marb&fn=marb034&ext=jpg

too funny that it's still around. Incidentially it was the first texture that popped into my head for this map. :p

drop it to greyscale, tweak the contrast, put it in it's own layer, set the filter to overlay, and cut the opacity in half. presto, ugly old bespin texture has a marbled corner now.

http://tru7h.org/files/foo.jpg

lo5t_h0pe
07-23-2002, 08:00 PM
i believe what rich was referring to in the kamino thread was people calling what he was going to do like i just did with the light on the floor idea. the same thing happened to kamino,. people would give an idea and rich would already be using it. that's all that he meant, i think.

RichDiesal
07-23-2002, 08:42 PM
Excellent texture...I will use that.

And yes, that's what I was talking about. :) Every time I come up with something neat and clever and cool that will seem innovative when I grandly show it to everyone after it's done, someone else mentions it in my thread before I have a chance. :p

Not that it's a bad thing, necessarily - it just makes it seem like I did nothing original! :p

lo5t_h0pe
07-23-2002, 10:30 PM
WHAT ABOUT SPARKLES?! i think there was light bleed-through in the movie beside the rows and stacks of "books". if a shader was made with this "sparkle" fading across the spaces between the "books," i think it would add a lot of life to that texture/shader. might be neat. no? yes? "lo5t h0pe, you're stupid," SOMETHING?!

RichDiesal
07-24-2002, 01:19 AM
GAH, I will look into it, but I'm afraid I don't really know enough about shaders to make one SPARKLY. :p I will see what I can do, though.

Emon
07-24-2002, 03:44 AM
Sparking shader? That's pretty easy. Define "sparkle".

lo5t_h0pe
07-24-2002, 04:22 AM
aaahhhh. . .attention. . .finally. . .sorry. anyway. . .

what i mean by that is have the light fading around the colored portions of the "books". instead of having just black outlines around the "books", have super-white "blead-throughs" of light that travel around them. the closest i can come to compairing it to something is the falling letter of the matrix. kind of like that with that same kind of trail traveling around the "books", except sideways and up and down rather than just falling like in the matrix. i think that was in the movie. could be wrong. even if it wasn't, it would make sense and make a good environment. and if you're going to do that, maybe have books that fade to different shades of blue, like they're getting accessed or something.

my ideas might just sound dumb, but to me, it seems like a good way to add some personallity to the "bookcases" and environment to the entire level. let me know what you think, and anyone that can, maybe give rich some help on how exactly to do these sort of things.

by the way and off topic: does your dual raid drives help with load times a lot? i'm looking at doing that when i rebuild in a couple months, and i was just wondering if you've been happy with it.