lfnetwork.com mark read register faq members calendar

Thread: WIP: Mars
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 11-03-2002, 04:50 PM   #1
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
WIP: Mars

Star Wars characters visiting our own solar system? What? WHAT?!

http://wso.williams.edu/~jshoer/outcast.htm

Outcast Free-for-all, on the planet named for the God of War.
wedge2211 is offline   you may: quote & reply,
Old 11-03-2002, 05:13 PM   #2
Takeoffyouhoser
 
Takeoffyouhoser's Avatar
 
Join Date: Apr 2002
Posts: 527
looks pretty good. Are you going to have an outdoor mars area ?
also, those kejim wall textures look best if you shorten the wall 3 or 4 units and add another brush above the wall to add a trim texture to the top. they do not look as stretched that way.


will Imperial Brewery ever be finished? The odds are 2 to the power of 276,709 to 1 against, and rising!" -- Me
Takeoffyouhoser is offline   you may: quote & reply,
Old 11-03-2002, 07:42 PM   #3
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Hmm, i'll think about that.

Yeah, you will be able to go outside. The idea is that there's a base set into a canyon wall, so you can take an elevator topside and walk around a bit on the surface, but there will also be hangars opening into the canyon and such.
wedge2211 is offline   you may: quote & reply,
Old 11-04-2002, 08:08 AM   #4
Eldritch
Mmm, Donuts
 
Eldritch's Avatar
 
Join Date: Sep 2002
Location: Orlando, FL
Posts: 3,216
How will you be able to walk around on the surface with that decompression and lack of atmosphere?

Map is off to a great start, though.

Eldritch is offline   you may: quote & reply,
Old 11-04-2002, 01:31 PM   #5
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Don't get too scientific on me. Heh, heh.

I just finished making it play Holst in the background!

Now, I ahve 2 questions for people out there...

(1), How can I edit a fog shader? I want to make red fog (now for you scientific types, I *KNOW* there's barely any moisture on Mars, I just want a canyon to fade into the distance but I want it to fade to RED, so I think I'll do it with fog.)

(2), Does the speed key of a func_train translate to some definite value of units/second? I have a door in from of an enclosed func_train, and I ONLY want the door to open when the func_train is present, and since funcs can't trip trigger_multiples, I figure I'll set off the door with a func_timer that is timed to go off each time the train gets to the destination. And I'd hate to get the value slightly wrong so that it starts okay but halway through a FFA game the door is suddenly openeing when the train is gone and closing when it is there. Not too useful.
wedge2211 is offline   you may: quote & reply,
Old 11-04-2002, 03:49 PM   #6
Eldritch
Mmm, Donuts
 
Eldritch's Avatar
 
Join Date: Sep 2002
Location: Orlando, FL
Posts: 3,216
Quote:
Originally posted by wedge2211

(1), How can I edit a fog shader? I want to make red fog (now for you scientific types, I *KNOW* there's barely any moisture on Mars, I just want a canyon to fade into the distance but I want it to fade to RED, so I think I'll do it with fog.)

(2), Does the speed key of a func_train translate to some definite value of units/second? I have a door in from of an enclosed func_train, and I ONLY want the door to open when the func_train is present, and since funcs can't trip trigger_multiples, I figure I'll set off the door with a func_timer that is timed to go off each time the train gets to the destination. And I'd hate to get the value slightly wrong so that it starts okay but halway through a FFA game the door is suddenly openeing when the train is gone and closing when it is there. Not too useful.
Answers:

1) I know it's possible, but I don't know how. You could ask WhiteShdw, I believe he's edited fog shaders before.

2) Yes. The speed key translates to 1:1 (1 unit per second). To do what you're looking to do, though, I'd make a small map to test the timing and stuff.

Eldritch is offline   you may: quote & reply,
Old 11-04-2002, 04:58 PM   #7
WhiteShdw
 
WhiteShdw's Avatar
 
Join Date: Mar 2002
Location: Holland
Posts: 404
Hot Topic Starter 
Quote:
Originally posted by wedge2211

(1), How can I edit a fog shader? I want to make red fog (now for you scientific types, I *KNOW* there's barely any moisture on Mars, I just want a canyon to fade into the distance but I want it to fade to RED, so I think I'll do it with fog.)
It's pretty easy to do. Just open up the fogs.shader file in ShaderED for an example. There you can easily set the draw distance and color of your fog.

Also have a look at the actual code of the fogs.

Setting the draw distance is easy to do, but if you want to change the color you should really use BehaveEd, because you have to use an RGB value and that's not easy to get. Let me know if you're having trouble.


"Call me c0cky, but if there's a alien out there I can't kill, I haven't met him and killed him yet".
WhiteShdw is offline   you may: quote & reply,
Old 11-04-2002, 05:02 PM   #8
Shadriss
 
Shadriss's Avatar
 
Join Date: Jul 2002
Location: Bangor, WA
Posts: 740
Hehehe. FUNC_Timer. And to think that until I found it, we didn't really know what it was for!

At least, if wee did, ,no-one bothered to say anything THEN!

Good looking map, BTW. I noticed you mentioned (on the page) a few of the prominant Martian landscapes, such as the face. You gonna try to work that in also, ,or no?


Shadriss is offline   you may: quote & reply,
Old 11-04-2002, 09:28 PM   #9
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Um, hmm, Valles Marineris (sp?) is the H-U-G-E Martian version of the grand canyon. I'm not even gonna TRY to do anything for Olympus Mons, WAAAY too big. The face though, that's a good idea...if it was real...

http://wso.williams.edu/~jshoer/outcast.htm for some NEW SHOTS!!! I did put trim on the kejim textures, they look much better now. I've experimented with a couple industrial-looking doors that include grating textures (you can see through em ), and I managed to get my lift door thingy working (sorta) by just putting a trigger in the path of the elevator at the destination point so when the elevator gets there, the rider trips the trigger and the door opens. EXTERIOR SHOTS, TOO...I'm using one of the Tattoine skyboxes floating around...the rocks are still very rough-looking, but I'm working on it!

Thanks for the fog help...what exactly is draw distance now?
wedge2211 is offline   you may: quote & reply,
Old 11-05-2002, 07:26 AM   #10
Shadriss
 
Shadriss's Avatar
 
Join Date: Jul 2002
Location: Bangor, WA
Posts: 740
Interesting idea on the grating... my only question there would be, doesnt that negate the effect of the areaportals? If you can see through them, the engine has to draw whats there. Cool idea, but will the tradeoff in performance be worth it?

As to the face - I know it doesn't exist 'per se', but those shadows that form it are pretty close to one. What's wrong with a little 'poetic licence' so to speak?


Shadriss is offline   you may: quote & reply,
Old 11-05-2002, 09:47 AM   #11
WhiteShdw
 
WhiteShdw's Avatar
 
Join Date: Mar 2002
Location: Holland
Posts: 404
Hot Topic Starter 
Quote:
Originally posted by wedge2211
Thanks for the fog help...what exactly is draw distance now?
textures/fogs/fog1
{
qer_editorimage textures/fogs/fog.tga
qer_nocarve
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0 0 0 ) 256.0
cull disable
}

This is a basic fog shader code. There is only one row which you need to edit:

"fogparms ( 0 0 0 ) 256.0"

( 0 0 0 ) This is where you input the color in RGB values. This is best done in ShaderEd, because there you get a pop up window that allows you to select different colors.

256.0 This is where you set the draw distance or view distance. This value defines how far you can see in the fog. It's measured in Radiant Grid units.


"Call me c0cky, but if there's a alien out there I can't kill, I haven't met him and killed him yet".
WhiteShdw is offline   you may: quote & reply,
Old 11-05-2002, 10:17 AM   #12
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Quote:
Originally posted by Shadriss
Interesting idea on the grating... my only question there would be, doesnt that negate the effect of the areaportals? If you can see through them, the engine has to draw whats there. Cool idea, but will the tradeoff in performance be worth it?
I think so...the only doors I've done that with are doors in front of elevators, so there really isn't a whole heck of a lot of extra area being drawn. On my computer, when I did a BSP fastVIS, the FPS in those areas was around 90. It does look really neat, though, I'm gonna keep it.
wedge2211 is offline   you may: quote & reply,
Old 11-05-2002, 01:03 PM   #13
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Cool, I have some good fog effects, and the outdoor area is just about finished, then I'll complete the underground levels. Oh, and I rationalized the decompression thingy...let's say the players have suits and can breathe and not explode in the thin Martian atmosphere, but if you puncture the base you still get a lot of wind trying to get outside. Heh heh...
wedge2211 is offline   you may: quote & reply,
Old 11-05-2002, 03:06 PM   #14
Shadriss
 
Shadriss's Avatar
 
Join Date: Jul 2002
Location: Bangor, WA
Posts: 740
Good call on the doors, then. I got the impression originally that most of you doors would have it... but if it's only those few, I agree, the effect will be nice.


Shadriss is offline   you may: quote & reply,
Old 11-05-2002, 04:41 PM   #15
Eldritch
Mmm, Donuts
 
Eldritch's Avatar
 
Join Date: Sep 2002
Location: Orlando, FL
Posts: 3,216
Looks more and more impressive. I like the idea of seeing part of the base from the outdoors area(s). Specifically the shot of the window built into the side of the cliff. Very cool. Also the sky and ground look great.

Eldritch is offline   you may: quote & reply,
Old 11-05-2002, 07:57 PM   #16
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
I'm uploading a new round of screenies now, including some showing curves as sand dunes, the air lock, a view through one of the grate-doors, and my red fog. And the heart of the ventilation system.
wedge2211 is offline   you may: quote & reply,
Old 11-05-2002, 11:17 PM   #17
Elijah
"ZDawg"
 
Elijah's Avatar
 
Join Date: Apr 2002
Location: Behind you...
Posts: 1,770
That map looks great... i'm really diggin' that out side area, the read lighting is awsome!




"If you want a better economy, fire a democrat."
Elijah is offline   you may: quote & reply,
Old 11-06-2002, 12:01 AM   #18
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Okay, a couple people complimented the skybox, and i think I mentioned this before but I'll say it again to be safe, it isn't MY skybox. I pulled it outta one of the Tatooine maps floating around out there, it was just way too perfect. I'll figure out exactly whose it is and give em full credit in the readme. But thanks anyways!

Colorizing the rock and sand textures helped a lot, too.

AND, I have finished up the basic outside area, and I'm moving on to the second (of 3) underground levels...Should go fairly quickly...my elevator/door timers are working nicely, too.
wedge2211 is offline   you may: quote & reply,
Old 11-06-2002, 12:57 AM   #19
The Truthful Liar
In-Transit
 
The Truthful Liar's Avatar
 
Join Date: Jan 2002
Location: Blasting out of trajectory in a suit of terracotta
Posts: 3,548
LFN Staff Member Forum Veteran 
Nice map but could you please make the images a tad smaller and/or perhaps COMPRESS them? It's takes quite a while to load even on my broadband.


"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."
The Truthful Liar is offline   you may: quote & reply,
Old 11-06-2002, 01:50 PM   #20
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
I just figured out my "Carexa Station" areaportal problems...I'm going to detour from MArs to finish that up just to get rid of it, though it's certainly not as cool as this map. :-D
wedge2211 is offline   you may: quote & reply,
Old 11-07-2002, 07:57 PM   #21
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Okay, eh, Carexa's hopeless, I keep hitting snags and the frame rate sucks. Back to Mars then...


wedge2211 is offline   you may: quote & reply,
Old 11-08-2002, 12:36 AM   #22
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
I'd like to poll the audience...

Here's a shot of the basic layout in Radiant: http://wso.williams.edu/~jshoer/images/editingshot.jpg

Basically, you run around inside the base that's built into the cliff wall and on top of the cliff area that's directly above the base, the canyon itself is just for show (and throwing people into, of course ). I want to get some general opinion...do you all think it would be better to leave the map as is, playable on only one side of the canyon, or build in a natural stone bridge to cross over and some stone formations on the other side? Nothing too extensive, basically a couple of rocks to jump around on and some goodies (ie, rocket launcher/disruptor), but it would certainly expand the arena and the possiblities.


wedge2211 is offline   you may: quote & reply,
Old 11-08-2002, 12:43 AM   #23
Grets Sirob
Senior Member
 
Join Date: Apr 2002
Location: The State of Confusion
Posts: 1,124
I'd have to say yes.
If you can pull it off and still have a decent framerate, most deffenitly yes.
Always look for a chance to expand a map, makes it more fun.

And also add some destructable stuff, such as the rocks, maybe some pipes(I've always thought that it'd be fun to blow a chunk out of the wall, but you don't have to do that).
Make it logical though. Don't have the entire thing explode, have some undestructable parts of the entire object.

I can't wait to play this map, sounds very fun.
But don't rush it, never rush a map(I should know that, I've had a map in production since the tools came out, and it's still sitting on my hd... ).


On the bright side, it isn't dark...
Grets Sirob is offline   you may: quote & reply,
Old 11-08-2002, 02:01 AM   #24
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
A few more interior screens

http://wso.williams.edu/~jshoer/outcast.htm


wedge2211 is offline   you may: quote & reply,
Old 11-08-2002, 02:21 PM   #25
SunBurN
 
SunBurN's Avatar
 
Join Date: Mar 2002
Location: the NOoid system
Posts: 452
The map looks really good, but one suggestion. You might want to experiment with stretching the textures for the rock/canyon faces. They look was too pattered. If you don't know how to do it, let me know.

And if you know how, but like them the way they are...then that's fine too...just offering my opinion

SunBurN


"Impressive, most impressive, but you are not a jedi yet"

Current project:
http://sunburn54.tripod.com/mapping
SunBurN is offline   you may: quote & reply,
Old 11-08-2002, 03:26 PM   #26
Grets Sirob
Senior Member
 
Join Date: Apr 2002
Location: The State of Confusion
Posts: 1,124
Wedge,
I noticed while going through your screenshots, one which was called, "What will be the levelshot."
Allow me to help you on this.

When you make a level shot, before you take the screenshot, always type the following codes into th consel:

cg_draw2d 0(turns off all 2d objects, such as the hud, avatar, and other things on the screen)
cg_drawgun 0(turns off the weapon)

This will give your map a much more professional look, as the start up screen will not show any excess items, and only showcase the level.

Great map otherwise, I'll deffinetly download it. As long as it includes bot support.

And since some people seem to have trouble bot supporting, if you don't feel up to the task, allow me to help you out. I'm not the best bot router, but I can make it if you need it to be. I feel that bot routes are the final thing that add a professional feel to a map. It is essential, otherwise some people will not download the map(such as me, although I do occasionally download maps without bot support, due to the incredible detail to the map. I then bot route it myself.).

Please take my suggestions to heart, as it will make the map much better, not that it isn't a good map to start with.


On the bright side, it isn't dark...
Grets Sirob is offline   you may: quote & reply,
Old 11-08-2002, 04:24 PM   #27
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
I was just thinking about varying the rock textures myself, actually. What I did origianlly was take the Artus rock texture and colorize it with a red filter, but then I re-discovered all the rock textures in the Yavin set, so that'll give me some extra rocks to bang together. I don't really like the regular appearance of the canyon walls, either.

Thanks Grets! About the levelshot, the picture caption really only meant that that's the angle of the shot. RichDiesal's tuts go on quite a bit about how to take uber-quality levelshots and such (though I'm not averse to just typing "levelshot" myself). I'm okay with handling that.

I've seen a couple bot-support tutorials and descriptions, and I think I have a pretty good idea of how bot supporting works. THis is my first map for public release, though...I'd like to try it myself and get a feel for it before I ask for help. Thanks for the offer!


wedge2211 is offline   you may: quote & reply,
Old 11-08-2002, 08:32 PM   #28
Grets Sirob
Senior Member
 
Join Date: Apr 2002
Location: The State of Confusion
Posts: 1,124
No problem, always glad to help!

It's great that you're going to extra mile and adding but routes and a great levelshot. I find that those two things, while seemingly not that important, are one of the key things that can make a great map even better.


On the bright side, it isn't dark...
Grets Sirob is offline   you may: quote & reply,
Old 11-10-2002, 04:15 AM   #29
buckman
 
buckman's Avatar
 
Join Date: Jul 2002
Location: sweden
Posts: 185
I would like to point out that the skybox used in this map, wich is seen in the screenshots, is made by me for my tatooine-map...and normaly i would let you use it, but it turns out that it may be used in the Attack of the Clones: TC. Im sorry to say this but im afraid that i cant let you use it

Good luck with the map, it looks really good...

-Buck out


AotC-TC, Mapper

Avatar made by: myself
buckman is offline   you may: quote & reply,
Old 11-10-2002, 09:09 AM   #30
The Truthful Liar
In-Transit
 
The Truthful Liar's Avatar
 
Join Date: Jan 2002
Location: Blasting out of trajectory in a suit of terracotta
Posts: 3,548
LFN Staff Member Forum Veteran 
Ahh, that's a shame. Well don't loose hope, if I have time perhaps I could work on the skybox.


"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."
The Truthful Liar is offline   you may: quote & reply,
Old 11-10-2002, 11:34 AM   #31
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
D'oh. Ah well, I can get around it, although I must say it looks really cool with that skybox. Any chance we can both use it? I'll pull it out, though, sorry.

Can anybody point me to that skybox-making program out there, I forgot where to look.


wedge2211 is offline   you may: quote & reply,
Old 11-10-2002, 02:05 PM   #32
buckman
 
buckman's Avatar
 
Join Date: Jul 2002
Location: sweden
Posts: 185
i used the trialversion of Bryce to make that tatooine skybox, its a truly amazing program...you should try it out its not that hard.


AotC-TC, Mapper

Avatar made by: myself
buckman is offline   you may: quote & reply,
Old 11-10-2002, 04:39 PM   #33
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Cool, I think I've heard it mentioned a few times. Anyone have a link?


wedge2211 is offline   you may: quote & reply,
Old 11-11-2002, 04:31 AM   #34
buckman
 
buckman's Avatar
 
Join Date: Jul 2002
Location: sweden
Posts: 185
http://www3.corel.com/cgi-bin/gx.cgi...Software/Index

ill try to find a tutorial for you too, ill post here when i find a good one


AotC-TC, Mapper

Avatar made by: myself
buckman is offline   you may: quote & reply,
Old 11-11-2002, 08:46 AM   #35
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Cool, thanks. I think there were too many clouds in that skybox for Mars, anyways.


wedge2211 is offline   you may: quote & reply,
Old 11-11-2002, 04:41 PM   #36
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Okay, now that that's been sorted out, we can move underground again......couple more screenies!

http://wso.williams.edu/~jshoer/outcast.htm



AB_Legion....I'll be pretty busy in the coming week (what's with all this work in college?)...can I take you up on the offer to do a skybox for me?


wedge2211 is offline   you may: quote & reply,
Old 11-12-2002, 05:05 PM   #37
buckman
 
buckman's Avatar
 
Join Date: Jul 2002
Location: sweden
Posts: 185
I have to say this now, i have been browsing through your screenshots and i must say that they look fantastic. That long hallway and how the interior blend together with the exterior. it looks really cool that some parts of the buildings can be seen from outside

and one other thing, non of the screenshots from 11 Nov shots, 3rd level interior works. You just get a message File Not Found...


AotC-TC, Mapper

Avatar made by: myself
buckman is offline   you may: quote & reply,
Old 11-12-2002, 05:11 PM   #38
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Cool Guy

Thanks a lot...there's some more eye candy up there for you as of today, I have FINSIHED the interior architecture. The hangar bay is also visible form the exterior, to the right and down from the window in the cliff, I haven't taken a shot of that yet though, I'm going to wait till I can crank myself out a new skybox.

Has anyone else seen those file not found errors? I tried the links and they seem to work, but I'm accessing them from inside the network.

BTW, I expect this thread will be moved to the showcase forum any time now, watch ther for updates. I estimate completion this weekend.


wedge2211 is offline   you may: quote & reply,
Old 11-16-2002, 04:01 PM   #39
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
Exclamation BETA TESTING REQUEST

http://www.lucasforums.com/showthrea...threadid=84064


wedge2211 is offline   you may: quote & reply,
Old 11-16-2002, 06:59 PM   #40
MuRaSaMuNe
 
MuRaSaMuNe's Avatar
 
Join Date: Jan 2002
Posts: 591
Thumbs up

Wow... nice environment
MuRaSaMuNe is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Editing Central > Showcase forum > Mapping > WIP: Mars

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:31 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.