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-   -   Wip: Endor (http://www.lucasforums.com/showthread.php?t=132170)

lauser 07-20-2004 11:40 PM

WIP: ENDOR
 
Pahricida and I have been working on ENDOR maps since roughly OCTOBER.
Coming along there bud. Mine is too. If I manage to fix these bugs I have tonight then I will consider releasing a BETA after a few tests. All the new models in this map are done by me with texture help from my team. I studied the movie for this map and I think it's somewhat accurate. This map has over 450 hours in it now and I have hit the maximum detail limit more than a few times. It's a very large map with tons of dynamic features. I have combined mslafs fearis features with some of my own for this production. I have also used his textures from fearis for the inside of the bunker.

Here are some screenshots:

[/EDIT] I will update this post soon with good screens of a properly lit map. [/EDIT]


Now keep in mind this is a BETA with lightmapscale added to worldspawn for testing purposes. And my ground texture shaders need a little work still but you get the general feel here. I will post screens of the inside later.
Also what you can't see is a virtual sea of bushes covering the ground using Q3map surfaceModel. Some spots you are wading through bush.....it's kind of neat.

One more thing I forgot, our team will be SIEGing this map but it will be released as a FFA/CTF tactical for it's first release.

To those that would like ideas and or models from my map:

I will release every and ALL sourcecode to this map AFTER the final is released.

Zappa_0 07-21-2004 09:10 AM

Wow looking very awesome!

Pahricida 07-21-2004 03:02 PM

yeah nice!

I'm also still working on my map.

Dunno when I'll be done... having some problems with the foghull atm :D

Thrawn42689 07-21-2004 04:20 PM

It has good potential, but the textures on the terrain are eye-demolishingly low-res. They make it look like something from the mid-90s. Also, adding lightmapscale to worldspawn doesn't help much if there's no lighting, right? :p In closing, you'll want to use Easygen or alpha-thingies for terrain, since GenSurf doesn't do the blending thing. That is all. :)

lauser 07-21-2004 11:02 PM

LOL, Thrawn...I am using AlphaMOD shaders you were searching for that term. And all my terrain is custom. Which means I did every single brush BY HAND one by one. As I mentioned in my post it looks like crap because my shaders need work RE: Ivectors. The textures actually look quite good but are stretched way too much in those screens. EasyGen is for people/mappers who wnat to make a terrain and then build a map around that. My terrain was built long after the map and bunker were added. The lighting is just for testing. It will be much darker later with distance cull green LIGHT green fog so we don't have all those vis problems.

Anyhow it's a start.

lauser 07-22-2004 03:25 PM

Woot woot! Sounds good Scout. :D

At the landing pad area of my map I have a tree. This tree will probably be the biggest entity model EVER put into a map. It's 2906 units in height. A player is 56 units in height. So if we take the player height as 56 or 5' 6" the the trees height will be 2906 or 291 ft high! WOOT! :p

Incidentally, I'm looking for a guy who can make me a skybox in 3DS or even LIGHTWAVE. I really need a skybox with trees to complete this map otherwise I'll end up using foreground backdrops or a portal_sky. And to be honest the kind of portal_sky I need will lag the map too much for my liking.

lauser 07-23-2004 03:04 PM

Hmm...interesting Scout. I have all the plant models I need. You might see some small mushrooms in the screenshot there. I have lived in forested areas like in ROTJ my whole life on the West Coast so the map holds something special for me too. I would think an ewok flyer would be a really cool vehicle. Just walk up to it like any other vehicle and press use. You can fly around and drop rocks or even thermal detonators. As far as other creatures from Endor go, I'm open to suggestions. The only other creatures I have seen in the movie are large birds. I could just make a shader for those and have different shapes of birds fly across the sky. I'm currently trying to REskin my trees. They are too red, even though they are Sequoias. So I'm looking at the Battlefront tree textures and trying to copy those somewhat. One of the problems you may have noticed in the screens is that I can't UV map in Milkshape. At least I don't know how. I need to map the texture properly so it looks right.

shukrallah 07-24-2004 09:33 PM

I like it lauser!

Quote:

but the textures on the terrain are eye-demolishingly low-res. They make it look like something from the mid-90s.
Some of those mid-90s games were amazing. Anyways, its different, not like a normal JA map, who knows perhaps the community will like the change of scenery?


My only complaint is (judging from the 3rd screenshot) is how.. it just cuts off (unless its the top of a mountain.. or cliff) but yeah, I hate it when that happens. I would surround it by mountains... just because. Other than that I like it a lot.

How about getting an ewok model and throwing that in? Also, the scout trooper model is nice. Im not sure what you guys plan to do, but I think having scripted Ewoks walking around would add a nice effect :) About the bird thing, a MD3 would probably do better than a shader, and you coudl use a func_train, just have it fly over some mountains (so it doesnt just disapear in the sky box) then make it come back around.

lauser 07-25-2004 09:06 PM

Scout..can ya help me with UV mapping? I really want those textures on right...thanks

I may be able to make an ASE model like I said Scout, and make a portal_sky that would effectively get rid of the dropoff and provide a foreground.

TK-8252 07-25-2004 10:21 PM

Heh, making an Ewok glider drop rocks wouldn't be hard at all. :p

Just take the TIE Bomber 2 bomb, get a rock model for it, eliminate the splash damage, and have the explosion effect be a rock smashing into chunks. :D

Lauser, my opinion is that there needs to be way way way more trees. Endor is an extremely dense forest with huge, thick trees that hide the sky. Also, more shrubs. The floor of the Endor forest is covered with tall grasses if I remember correctly (correct me if I'm wrong).

I think it'd be cool to have scripted Leia, Han, Chewie, and Ewok NPCs. Han and Leia could be at the bunker door controls trying to get the door open and Chewie and the Ewoks could hassle the Imperial troops and set traps.

But I'd like to say, Lauser, that it's important that whoever does the Siege classes sets them up realistically and balanced. I hate to advertise my mod, but I suppose I'll have to. I've done a mod and one thing it does is changes the Siege classes for the Hoth and Tatooine Sieges to be more realistic and balanced, and I've gotten great feedback about it. So, if you need someone to setup the classes for Endor, I'm here. ;)

lauser 07-26-2004 12:26 PM

BAH! You know if I could get Endor to compille I would update the screenshots! But it's giving me grief at the moment. Then you would see the ground THICK with bushes all over the place....without placing any models and without having any lag accociated.

As far as placing more trees, that's not going to happen. The polycount is already high. Any higher and this wont be a M/P map it will be S/P. I mean if the Q3 engine could handle a crapload of trees I would certainly place them, a shame really. But the ground looks REALLY cool wading through bush.

Have a look at ROTJ again TK, you wont see a stitch of grass in it. Besides, grass sprites lag maps too much. As far as the glider goes that should work well. I could make a glider model but would take me eons.

BTW: I had to change the angle of shield generator dish, so I raised the skybox a little more. My BIG tree is now over 300ft high and 30ft in diameter. :p

MR. Slime 07-28-2004 02:34 PM

Looks great Lauser :) keep up the great work ;)... I am still working on the siege scripting but It seems as if we don't have the necessary models to make the siege game-mode as true to the movie as possible. :( If anyone knows a good navy trooper or endor rebel soldier don't be hesitant to contact me :P . Anyways just keep up the good work :) :biggs: :biggs: :ewok: :ewok: :ewok: :atat:

TK-8252 07-28-2004 04:17 PM

Quote:

Originally posted by MR. Slime
If anyone knows a good navy trooper or endor rebel soldier don't be hesitant to contact me :P
Use the Imperial Commando model from the Dark Forces mod demo!

You know, this guy...?

http://www.forumforfree.com/forums/u...1090354844.jpg

I did make a crappy Rebel Commando skin if you're interested...

http://www.forumforfree.com/forums/u...1090354937.jpg
http://www.forumforfree.com/forums/u...1090355294.jpg

shukrallah 07-28-2004 08:07 PM

I seriously doubt that the Dark Forces mod will let you use there models, not untill the whole mod is complete anyways. Nice skin, btw.

TK-8252 07-28-2004 08:19 PM

Quote:

Originally posted by lukeskywalker1
I seriously doubt that the Dark Forces mod will let you use there models, not untill the whole mod is complete anyways.
I e-mailed Corto about using the Imperial Commando in my SWR mod and he was fine with it...

shukrallah 07-28-2004 09:12 PM

Cool.

lauser 07-28-2004 11:21 PM

Hey you thread HIJACKERS! J/K :p

Trying to get some new screens up tonight. The map is working again. I had some corupt sound files in the PK3.

MR. Slime 07-29-2004 02:15 PM

Quote:

Use the Imperial Commando model from the Dark Forces mod demo!
Yea i was thinking of using that but I wanted to get permission first. :P So until then I dunno whats going to be used :(

TK-8252 07-29-2004 02:38 PM

Quote:

Originally posted by MR. Slime
Yea i was thinking of using that but I wanted to get permission first. :P So until then I dunno whats going to be used :(
You could PM Corto or post in the Dark Forces mod forum right here at LucasForums...

lauser 08-07-2004 05:38 PM

UPDATE!!

SKYPORTAL turned out rather nice on this one....AND...I didn't use any model entities in it :p

http://www.radiantminds.org/files/Gin/shot0001.jpg

http://www.radiantminds.org/files/Gin/shot0002.jpg

http://www.radiantminds.org/files/Gin/shot0003.jpg

http://www.radiantminds.org/files/Gin/shot0004.jpg

{xg}darthVADER 08-07-2004 05:47 PM

looks very ncie but dont forget to lit the map

Codja X 08-08-2004 11:00 AM

What sort of FPS are you getting there?

lauser 08-09-2004 04:33 AM

On a Gforce2 64meg card I get 28 as the lowest (without dynamic glow on) Highest will be about 80 FPS. Now considering how much game mechanics I have in here that's pretty good. At some 7000 brushes and 800 entities, this map is definately NOT boring.

Here are some shots with some lighting. The lighting still needs work but you get some idea at least:

http://www.radiantminds.org/files/Gin/shot0007.jpg
Landing pad
http://www.radiantminds.org/files/Gin/shot0009.jpg
Ewok village on the right with rope bridge
http://www.radiantminds.org/files/Gin/shot00015.jpg
Under landing pad....You can see the portal_sky there. Model _remapped with my own custom texture

{xg}darthVADER 08-09-2004 04:46 AM

wow very very nice
cant wait for this one

are you gonna have a shuttle land and take off from the landing platform as part of the scenery?

lauser 08-09-2004 04:51 AM

Although that would look cool and everything Darth...no. There is so much going on in this map that it's just not worth a little cinematic. I have the logroll trap going on which is hard enough to script.

*Wishes trees would continue into the skyportal without map LAG* :(

{xg}darthVADER 08-09-2004 05:41 AM

ah i see
wel good luck

Zappa_0 08-09-2004 08:07 AM

Looking great! Cant wait to see this one finished.

shukrallah 08-09-2004 09:17 PM

Keep it up man :) Looks like night-time however. But then again, JA screenshots always come out too dark. Unless of course, you want it to be night time.. then its all cool :D

Codja X 08-10-2004 05:24 AM

I really like the sense of scale in the map.

How are you making the trees? Brushes, Patches, ASEs?

Pahricida 08-10-2004 07:29 AM

awww now you're doing the same part of Endor I'm doing ...

Just remmeber that redwoods were really tall trees. Yours are so tiny like a normal pine.

It should look something like this from the ground:

http://home.arcor.de/pahricida/images/redwood1.jpg

I'll post some new screenshots anytime soon in my Endor Thread.
http://www.lucasforums.com/showthrea...hreadid=130407

It's just that I was 2 weeks on vacation and got lots of other stuff to do in MB2 right now.

But well nice work !

lauser 08-10-2004 12:46 PM

Quote:

Originally posted by lauser
[B]Woot woot! Sounds good Scout. :D

At the landing pad area of my map I have a tree. This tree will probably be the biggest entity model EVER put into a map. It's 2906 units in height. A player is 56 units in height. So if we take the player height as 56 or 5' 6" the the trees height will be 2906 or 291 ft high! WOOT! :p
This isn't big enough Pahricida? I mean you can see it in the screenshot of the landing pad on the left side there..just barely. You will NEVER see models that big anywhere at anytime!

Your trees look a little sparse in the branch areas. They need more foliage and they need to be bigger at the bottom. I think your polycount may be a bit high also. You have branches all over your model which will bring that up. Are they very simple?

Codja X 08-11-2004 04:59 AM

Looks like the battle of the Endor mod's has begun!

Just keep it civilised gents:D

Both looking good as well.

Lauser, have you considered making a skybox made in Terragen rather than using a sky portal?

That should save you some FPS to use in other areas of the map, such as the Ewok village.

Also, is it one big map - i.e. is the Ewok village and the landing pad in the same map? I hope you've got some speeder bikes or my Jedi PC is going to get knackered walking all that way:)

Also, I know in the film the Endor battle is set on a nice sunny day, but if the map is huge, and you've got a lot of detail, have you considered using a foghull for distance culling?

That should speed the map up even more.

lauser 08-11-2004 06:09 AM

Fog will be added last there Codja. My skyportal is just amazing actually. What I did was I REmade the terrain model from RAVEN and added my trees to it. The whole model is ground/terrain with trees growing out of it. So now I have a fully integrated background complete with trees. Next screenshot I upload you will see them. Polycount is a little high but no more than a player model. So the portal_sky takes maybe 4 of my frames. Not bad at all considering what it gives me. A never ending foreground! I just love it. Not only is the foregound blending in but, the trees are there making it 3D instead of just a painting in Lightwave or 3DS max. So when you move you get another side of the tree. Granted I can't put anymore trees in there than about 40. But still looks cool.
Now outside the sky_portal is my terragen box. I'm actually redoing that as the sun is too low in the sky and I forgot to add the deathstar :p

Yes it's one big map. But NO where near the size of Kamino. That's just plain silliness. I want the BSP size under 50,000 thanks. The forested area allows you to ride the speeder bikes a fair distance. The problem with this is it's just hell navigating amoungst all those dam trees...LOL You can do it but I don't find it that much fun. There are MANY other things to do in this map besides riding a speeder. ;)

Codja X 08-11-2004 07:07 AM

Can you jump from tree to tree and branch to branch?

While the Stormtrooper's are scouting the ground below, you're jumping and crawling throught the branches like a ninja jedi assasin, waiting to strike!

How cool would it be to have a lightsaber fight in the treetops, very much like between Anakin and Asajj Ventress in ep xvii of the clone wars?

{xg}darthVADER 08-11-2004 07:40 AM

do you have any screenshots of the backdoor bunker?
i'd like to see how you pulled that one off

Pahricida 08-11-2004 10:18 AM

sorry didn't see how tall they were ...

My tree has got 640 Faces and well maybe that is a little high but it's just the high detail model I've got about 6 different trees each with less faces.
And the branches are just 16 Faces each.

And I just tried to keep it as accurate as possible.
http://home.arcor.de/pahricida/images/schemeredwood.gif

lauser 08-11-2004 12:23 PM

Quote:

Originally posted by {xg}darthVADER
do you have any screenshots of the backdoor bunker?
i'd like to see how you pulled that one off

Yes I do have screenshots but they are too dark....sorry about that. You will have to wait for the next version screens. I hope to have some up today or tomorrow of the inside areas.

Pahricida...that tree looks good from where I'm looking. But my trees only have about 220 faces or less. I only have 2 models. One is a WestCoast CEDAR and one is a WestCoast FIR
I just rotate my models in Radiant. I was going to make more but found they are buggy anough as it is. I sure could use some help on my CEDAR tree model. Ingame it has some Z fighting. Looks really bad too. It's ONLY the branches that do it too. In Milkshape I can't find any errors. ONLY ingame. :confused:

Oh..also, since I grew up around the trees they used in the movie, (I'm from the WESTCOAST) my accuracy is DEAD on.... ;)

Mongo05 08-11-2004 03:58 PM

The map looks nice, i like the lighting, did you use an enitity sun for that? besides that the textures are really low resolution...but overall it looks good.

Pahricida 08-11-2004 04:14 PM

I can take care of the messy models if you wish ...
And I'll improve my trees a little more.

and well I didn't knew what trees were present in the movies except for redwoods.

lauser 08-11-2004 04:18 PM

Pahricida...I think we should trade up models! I'll put yours in mine and you put...UGH...that sounds nasty...rofl!
Let's just say we should try each model out in each map. Let's see...you on MSN much? I havn't seen you on in quite some time now. Let's trade tree models.... :D


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