View Full Version : WIP: Yun - The Dark Youth (Duel/SP Map)
09-26-2002, 01:39 PM
Hey, I'm working on a few maps for the jke project(Look in my signiture), and my current one is level seven(Yun).
It's nearing completion, just needs textures and lighting.
I'll probably post some screenshots soon, but I need to upload them first, maybe take some new ones.
Anyways, my problem is that I don't know how to light this thing.
And don't tell me with light entities, because I'm not that stupid :D. I hope to have some nice stained glass window things, but that's my texturer's job...
So I'll get you some screenshots soon, please don't ignore me, I hate being ignored...
09-27-2002, 01:29 PM
There are a couple of ways you can light maps. You can either use a sky shader that emits its own light, modify an existing sky shader so that it emits light, or create your own sky shader and make it emit light. You can also use light entities... they do have their uses - spotlights, dynamic lights (i.e. flickering), colored lights (for "mood" lighting, and might come in handy for stained glass). You can also adjust light entities so that the light they emit is brighter or dimmer, or the area they light is wider or more narrow. Pretty versatile. The last option, and not one that I recommend, is ambient lighting. This adds a level of light to your entire map (similar to FULLBRIGHT but only as bright or dark as you want it, and in whichever color you want) which sounds good but really isn't... makes it impossible to have shadows or shaded areas, which really adds to the realism of the level.
Hope this gives you a few ideas.
09-28-2002, 02:07 AM
Uhh, look I'm very thankful that you want to help, but I don't think you understood me correctly.
I meant like, what interesting VISUAL stuff should I add?
Stuff that can be made with brushes and patches.
Ok? Like I said, thanks, but not quite what I needed.
Speaking of which, I've got some screenshots, but I'm hesitant to show them to you, since I don't feel like being flamed because I'm only using one texture. But if demand is high enough, I suppose I can get them too you.
09-28-2002, 02:54 AM
Now, Is this only going to be the level where you fight Yun, or is it going to be when you go up to the roof and the Tie bomber is there??
If its just where you fight Yun, How about making a more detailed Table and Chair set? Maybe you can make a book case or two as well.
It shouldn't be so hard to make one anyhow. All you need to do is make the case, and then for the books, just basic red, blue, green colors for the books would work well.
09-28-2002, 09:53 PM
Hey, that's a good idea.
I'll make a bookcase, I've got to modify my table also, too big.
I've pretty much finished, so I'm going to make a different level now, I'll release when I get textures.
09-29-2002, 12:08 AM
Sorry that it's not what you needed, but your post asked "how should I light my map? And don't tell me with light entities, I'm not an idiot." So I answered that question. Nowhere in your first post did you ask for ideas on how to add interesting visuals. So I answered the question I was asked, not the question you meant to ask. ;)
Anyway, I'd need to see screenshots before I could cook up some ideas for ways to visually spruce up your map.
09-29-2002, 06:03 PM
Yeah I'm desperate for screenshots, GIVE US SCREENSHOTS!!!!
09-29-2002, 09:41 PM
Oh yeah, guess I wasn't very clear, sorry.
Ok, screenshots coming up, uploaded the actual screenshots instead of a zip file, so I'll post them now, enjoy!
Shot 1 (http://home.attbi.com/~grets_sirob/Screenshots/yun1.jpg)
Shot 2 (http://home.attbi.com/~grets_sirob/Screenshots/yun2.jpg)
Shot 3 (http://home.attbi.com/~grets_sirob/Screenshots/yun3.jpg)
Shot 4 (http://home.attbi.com/~grets_sirob/Screenshots/yun4.jpg)
Shot 5 (http://home.attbi.com/~grets_sirob/Screenshots/yun5.jpg)
Shot 6 (http://home.attbi.com/~grets_sirob/Screenshots/yun6.jpg)
Shot 7 (http://home.attbi.com/~grets_sirob/Screenshots/yun7.jpg)
Shot 8 (http://home.attbi.com/~grets_sirob/Screenshots/yun8.jpg)
Shot 9 (http://home.attbi.com/~grets_sirob/Screenshots/yun9.jpg)
Here's a cool action shot I took:
That had to hurt... (http://home.attbi.com/~grets_sirob/Screenshots/yunactionshot.jpg)
What'd you think? Acceptable?
09-29-2002, 11:22 PM
Very interesting architecture, Grets. It looks very nice, however the biggest suggestion I can make would be to use more than just that one texture. I think that perhaps with some red carpet, marble floor, some nice wall lamps and some serious variation in textures that could be very good map. Let me see some more shots when you've made some changes.
09-30-2002, 01:23 AM
The only thing I would change in this map is to add more of regal feel to the room. Especially on the top where Yun starts off, It needs more of a chateau kinda feel. It needed it in DF2 , so try it maybe.
Also, the middle ramp would be better as stairs.....
09-30-2002, 02:20 AM
He's not using just one texture. You can see that this texture is only being used until the map is complete. I sometimes do that to prevent texturing of pointless brushes.
About adding some special effects to your map you could add such things as custom efx files or add light beams through the stain glass windows.
Just get hold of me and I'll see if i can give more ideas.
09-30-2002, 07:41 PM
Thanks Zeus, for telling him about the "one texture" thing.
Please, I doubt anyone in the world would use one texture in a map, if someone can't use more then one texture, one cannot map. Don't worry, I'm a perfectionist, I don't think I could do a bad job...
No offense at all.
K, anyways, what do you mean by this:
Originally posted by Takeoffyouhoser
The only thing I would change in this map is to add more of regal feel to the room. Especially on the top where Yun starts off, It needs more of a chateau kinda feel.
I'm a little unclear...
And about the stairs, I don't really like to do stairs, and I'm getting kind of fed up with this map, but I'll see what I can do, also the table's been resized.
09-30-2002, 07:51 PM
Impressive, I especially like the arches
09-30-2002, 11:32 PM
Thanks, I thought that and the columns gave it a more, ummm, interesting(?) feel.
When my texturer gets done, I'll have stained glass windows at the top, which will light the map mostly(I may still have several light enities so it's not so... colorfully inclined :D).
10-01-2002, 03:07 AM
yeah, the architecture is really good, and the scale of the room seems to be good with the old jk version
yeah, what people have already said would help; light beams, extra bookcases/etc., etc.
and really, the stairs would fit much better, and since you got the engine, take some artistic license with details, you know?
10-01-2002, 12:32 PM
Another good thing to do is make it alot more darker if you know what I mean for more dramatic lightsaber battles.
10-01-2002, 06:02 PM
In case you haven't noticed quite yet, I took quite a bit of artistic liscense. With the columns, and the curved arch.
Also I don't want to clutter the map too much, I certainly wouldn't want to fight in a map with too much in it, sp and mp.
Because you have to remember, a multiplayer duel version is being made too, and too much stuff makes it hard to duel...
I think I'm pretty much done, maybe I'll make some stairs, but other then that, I think it's going to stay the same way, except for textures, which is entirely up to my texturer to finish.
10-01-2002, 10:25 PM
Ok, due to popular demand I have added stairs in place of the ramps, unfortunately I can't show you, because my uploading place is currently offline or something similar.
So, in place of screenshots, I give you: Me dancing the macarina!
Ok maybe not, but the map is now done, no more additions, only left is textures, but no more brush related stuff.
10-02-2002, 06:14 PM
I give thee, stairs!
That's it, this is the final, non-textured version.
No more revisions, changes, or remakes.
10-05-2002, 07:22 PM
Very nice. :D
So, do you intend to use reprocessed textures, or create entirely new ones?
10-06-2002, 01:24 AM
oooh very well done stairs
10-06-2002, 03:53 PM
And I'm having someone help me on textures, so I don't know how that's coming along.
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