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Old 08-12-2004, 03:45 AM   #1
Codja X
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Wip: Muunilinst

Hi all,

This is the 1st time i've posted any shots of work i'm doing at the moment, so go easy on me.

Following getting a copy of the Clone Wars Micro series, I have decided to set the map on Muunilinst. It will eventually end up being single player level (assuming I can get permission to use other peoples battle droid and clone trooper models) and so still needs hell of a lot of work.

Architecture is 50% done, texturing is very basic (i'm currently using about 4 textures), no scripting, no npcs. There is still a LOT to do, but it's coming along.

I eventually hope to make it have a Call of Duty feeling - that there is a battle going on around you, but this is obviously going to take a while. In the meanwhile, here are some WIP shots:

http://homepage.ntlworld.com/swaiteuk/shot0000.jpg
http://homepage.ntlworld.com/swaiteuk/shot0001.jpg
http://homepage.ntlworld.com/swaiteuk/shot0002.jpg
http://homepage.ntlworld.com/swaiteuk/shot0004.jpg

more to come...
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Old 08-12-2004, 04:23 AM   #2
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thats looks very sweet man love the lighting in this one

keep it up


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Old 08-12-2004, 04:35 AM   #3
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I'm glad you like. You've got to love the q3map_sunExt parameter

It was originally going to be set on either Nar Shadaa or Coruscant, with Jaden chasing a rogue Jedi from the depths of the city to a final rooftop duel.

The only problem is Nar Shaddaa and Coruscant have been done to death and I was seriously lacking in inspiration, until I saw the episode of Clone Wars where the Arc Troopers take out the anti-aircraft gun.

I thought that was perfect for "inspiritation" (i.e. it has given my level a point). Basically what my final hope is to basically a Call of Duty style level, set in the Star Wars universe with you as General Plo Koon accompianed by a squad of Clone Troopers to disable the planetary shield generators.

It is probably going to be quite linear but should have a lot of action and stuff going on in the background. Much like the micro-series, I am aiming to pack a lot of stuff into a small space of time, rather than have a sprawling, epic adventure.

It'll probably be more like one of the SP tier levels rather than the lengthier ones - we'll see how much time i've got...

Last edited by Codja X; 08-12-2004 at 05:17 AM.
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Old 08-12-2004, 06:52 AM   #4
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sounds good keep going


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Old 08-12-2004, 08:06 AM   #5
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{xg}darthVADER, in your Sig, it shows you're the AOTCTC chief mapper - do you think it'd be okay to use some of the models your crew have created for use in this project?
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Old 08-12-2004, 08:08 AM   #6
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that you'll have to take up with anakin or soul blade i'm just a leader of the mapping team they decide on what others can be used


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Old 08-12-2004, 08:57 AM   #7
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I've got a while to go with the architecture, so it's not urgent. I'll drop them a line later on during development.

How is the AOTCTC coming along anyway?
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Old 08-12-2004, 12:58 PM   #8
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Excellontay Codja...very nice work. This is the way SW maps are supposed to look.


My kung fu is also very weak
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Old 08-12-2004, 01:28 PM   #9
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. . .


"Whatever action is performed by a great man, common men follow in his footsteps. And whatever standards he sets by exemplary acts, all the world pursues."
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Old 08-13-2004, 01:39 AM   #10
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First, that is an awesome first showcase.

Second, I would like to point out that this map is now featured as the Screenshot of the Week at Map-Review.


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Old 08-13-2004, 04:26 AM   #11
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Thanks for all the good feedback guys - i'll keep cracking at it and hopefully i'll be able to release something you'll all enjoy.

More screens next week if real-life doesn't get in the way
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Old 08-13-2004, 05:15 AM   #12
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Quote:
Originally posted by wedge2211
First, that is an awesome first showcase.

Second, I would like to point out that this map is now featured as the Screenshot of the Week at Map-Review.
i'm sure you wil

keep it up =]


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Old 08-14-2004, 06:47 PM   #13
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wow phenom
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Old 08-14-2004, 07:48 PM   #14
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Hey, your map looks really nice, you did a pretty good job on it.

I would like to know if you planned to do a Mp Version of it, i love your map and the mods released such as Forcemod III and the next in project (Clone Wars, AOTC,...), it would be awesome to play as a mandalorian or Arctrooper in your map.

The leveldesign seems to be the same as some levels from starwarsbountyhunter and i loved it !

We need more awesome mappers like you and some others (LDJ, Sith J Cull, Gothicx, Darthvader, Wedge,...). Gj
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Old 08-15-2004, 01:19 AM   #15
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ahh making it MP as well would make it most excellent


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Old 08-15-2004, 05:51 AM   #16
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Quote:
Originally posted by Neo_Knight

We need more awesome mappers like you and some others (LDJ, Sith J Cull, Gothicx, Darthvader, Wedge,...). Gj
awsome mapper?? me?!

a shucks


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Old 08-17-2004, 03:37 AM   #17
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Thanks for all your kind words guys

I might release it as a multi-player once the architecture is complete, but it's not really designed for it, and would probably not play very well.

It would be fun to have a sort of capture the flag style effort, with each team trying to get across the bridge, but i'm focussing on the SP right now.

We'll see how it pans out....

It's still a loooooonnnnggggg way off at the moment though...
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Old 08-17-2004, 02:33 PM   #18
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I'm really looking forward to this!
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Old 08-24-2004, 03:59 AM   #19
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Some more screens - just some minor detailing updates:

Some interior corridor shots:
http://homepage.ntlworld.com/swaiteuk/shot0007.jpg
http://homepage.ntlworld.com/swaiteuk/shot0008.jpg

A shot of club/bar/nightspot found in the lower depths of the level:
http://homepage.ntlworld.com/swaiteuk/shot0010.jpg

Some more detailing of the main area of the map:
http://homepage.ntlworld.com/swaiteuk/shot0011.jpg
http://homepage.ntlworld.com/swaiteuk/shot0012.jpg

comments?
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Old 08-24-2004, 05:59 AM   #20
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Totally awesome and incredible! Those could be shots of a real commercial game level. You really have detailed everything, and you have plenty of custom textures. I can only say your taste for architecture and texturing is very good.

I have no idea how big the map is, but there's a huge amount of work invested in it, that's certain!

I hope you will have plenty of scripting and environmental interactivity in general in the final product.


Frozen by ICARUS
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Old 08-24-2004, 06:21 AM   #21
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Quote:
Originally posted by lassev

I hope you will have plenty of scripting and environmental interactivity in general in the final product.
That's the plan!

But it's also the problem - i've just started scripting some enviroment effects and it's taking a lot of time getting them "just so". Fine tuning is the bane of my life right now

There is still a hell of a lot to go unfortunately - the level flow is still to be completed, no objectives have been fully completed and enemy encounters haven't even been started yet

Thanks for the positive feedback Lassev - considering your pedigree I take it as high praise indeed. The problem now is i'm setting my standards too high - constantly reworking bits of level that i'd written off as complete instead of starting on new areas.

Best get cracking then...
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Old 09-03-2004, 01:53 PM   #22
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OMG! This looks FANTASTIC!!!!
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Old 09-03-2004, 02:03 PM   #23
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This looks awesome!!

You rox!!

Oh, and Pontus90, double post...





- Former Star Wars: Jedi Knight: Jedi Academy, Star Wars: Battlefront, and Star Wars: Battlefront II modder. Used to go by the name "Majin Revan."
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Old 09-03-2004, 05:45 PM   #24
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omg wow... this is just wow. WE'RE NOT WORTHY! WE'RE NOT WORTHY!





(ps. dude you gotta release this as multi... you gotta... )


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Old 09-04-2004, 01:43 AM   #25
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[

You rox!!

Oh, and Pontus90, double post...

[/B][/QUOTE] i just saw that and i cant understand why it makes double posts...
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Old 09-04-2004, 01:55 AM   #26
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*starts a riot*

update update update!


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Old 09-04-2004, 02:11 PM   #27
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woa
you put UT2003 maps to Shame.... Great detail great Lighting just great but what models were you planning to use on the map from AOTCTC


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So Start Moving
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Old 09-04-2004, 05:49 PM   #28
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Just wondering... How long does it take to compile?

Quote:
Originally posted by Pontus90
i just saw that and i cant understand why it makes double posts...
You can always go into your post by clicking the "Edit" button underneat, then check marking the "Delete" option at the top of your post and clicking on the "Delete Now" button.

Double posts are usually caused by a server "hickup", where the forums will "spew" your post a second time, or even 3 sometimes 4 times.

Just FYI.


"Whatever action is performed by a great man, common men follow in his footsteps. And whatever standards he sets by exemplary acts, all the world pursues."

Last edited by The Truthful Liar; 09-04-2004 at 06:12 PM.
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Old 09-05-2004, 02:21 AM   #29
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Okay thanks didnt know u could delete ur posts
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Old 09-06-2004, 12:29 AM   #30
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Okay,

A quick little update (no screens yet though unfortunately):

Have completed the scripting for my turbolasers and some general ambient effects and have nearly completed the exterior of the map.

All that needs doing now is the internals of some of the buildings, optimisations to improve FPS and the rest of the scripting.

To answer a couple of your questions though:
The models i'm looking to use are:
Clone / Arc Trooper
Battle Droids
Trooper Transport
Those funny floaty tank things that the trade federation uses and
finally: a decent Plo Koon model.

I'll be asking/begging for these nearer the release date.

In regard to multiplayer, I may release it once the architecture is complete, but it wouldn't really play that well - it could be made into a seige map (Republic vs Confederacy) but i'll have to look at that in future.

And finally, it takes about 1/2 an hour to compile - I think there may be a bit *too* much detail
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Old 09-06-2004, 06:15 AM   #31
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Quote:
Originally posted by Codja X
And finally, it takes about 1/2 an hour to compile - I think there may be a bit *too* much detail
A half hour isn't to bad, especially not for such a heavily detailed map like yours. I spent a long drawn out hour on the last compile I did for the Tower map. Compile times shouldn't be that long though... (Fixed some of the shaders, might compile faster now.)


"Whatever action is performed by a great man, common men follow in his footsteps. And whatever standards he sets by exemplary acts, all the world pursues."
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Old 09-06-2004, 07:09 AM   #32
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It's the light stage that kills my compile times - bsp and vis take about 3 minutes and the rest is all the light phase
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Old 09-06-2004, 07:48 AM   #33
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The killer light stage, it seems to double (or triple) the compile time, it doesn't surprise me in your map though, with all that advanced lighting.


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Old 09-06-2004, 07:53 AM   #34
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Quote:
Originally posted by Codja X
It's the light stage that kills my compile times - bsp and vis take about 3 minutes and the rest is all the light phase
Same goes for TTF. What compile switches are you using?


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Old 09-06-2004, 07:59 AM   #35
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Quote:
Originally posted by mergatroid
The killer light stage, it seems to double (or triple) the compile time, it doesn't surprise me in your map though, with all that advanced lighting.
I wouldn't say it was advanced - in fact i've gone for a sledgehammer approach - no advanced shader lights (barring the sun) - just a sh*tload of point and spot entity lights -

it is a LOT less hassle, cut's down compile times by a tremendous amount and I find it gives greater control. The only difficult thing about this approach is judging the RGB and Light values correctly, but even Radiant does a decent enough job a approximating it for you.

I will definitely have some screens for you by the end of the week of a new section of map.
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Old 09-06-2004, 09:13 AM   #36
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Bah. This takes me 2+ hours to compile. Mostly cause I have to use -lomem or it will eat my computer.


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Old 09-07-2004, 01:16 AM   #37
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@GothicX: This is my compiling batch file for my end of day run:

q3map2 -game ja -fs_basepath "D:/jk3/GameData/" -meta -samplesize 4 -v D:\jk3\gamedata\base\maps\%1.map

q3map2 -game ja -vis -saveprt -v D:\jk3\gamedata\base\maps\%1.bsp

q3map2 -game ja -light -fast -nocollapse -patchshadows -samples 4 -v D:\jk3\gamedata\base\maps\%1.bsp

For an end of week run or if i'm going to make some screenshots I add -samplesize 2 for the bsp phase and -dirty to the light stage.

I'm keeping the compile time down by adding "_lightmapscale 4" to the worldspawn and only "func_grouping" and "_lightmapscale 0.125" the brushes/shadows that need it.

[tip] Also, if you copy q3map2.exe and all it's files into your Windows folder, you can use it in any folder in the command prompt.
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Old 09-07-2004, 08:22 AM   #38
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Quote:
Originally posted by Codja X
[tip] Also, if you copy q3map2.exe and all it's files into your Windows folder, you can use it in any folder in the command prompt.
Now there's abit of info. :] Could be useful.

However I do prefer using Q3Map2 Toolz...


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Old 09-07-2004, 08:26 AM   #39
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Yeah, i've had a go of the toolz, but it's not usually updated as fast as q3map2 and as i'm a freak for all the new features that Ydnar adds, it's usually quicker for me just to add a switch into one of my batch files
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Old 09-07-2004, 09:21 AM   #40
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Some more screens (WIP of the most severe kind though...):


http://img26.exs.cx/img26/3774/shot99.jpg
http://img26.exs.cx/img26/826/shot96.jpg

Some reverse camera shots:
http://img26.exs.cx/img26/5293/shot100.jpg
http://img26.exs.cx/img26/7121/shot101.jpg

It's a little dark and bare at the moment - this will be sorted by having lots of neon/holo signs, dangling cables etc. It's also making use of the -dirty switch as well, so if it's a little grimy looking, that's why

Also, if you're wondering why the windows in the building to the left of the shot101.jpg look strange, it's because i'm currently experiementing with enviromental maps to simulate refections (albeit extremely blurry ones)

(also posted on www.map-review.com)
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