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WIP: Project Duality

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 Andy867
08-26-2002, 9:12 PM
#1
After some hush hush, and only talking to a couple mappers, it was time to let the cat out of the box for the progress of a little map project a couple of us had been working on.

It is still a WIP of course, but it is nearing beta testing completion

http://www.geocities.com/dmccarthy100/duality3.txt)
http://www.geocities.com/dmccarthy100/duality4.txt)
http://www.geocities.com/dmccarthy100/duality5.txt)
http://www.geocities.com/dmccarthy100/duality6.txt)
http://www.geocities.com/dmccarthy100/duality7.txt)
http://www.geocities.com/dmccarthy100/duality8.txt)
http://www.geocities.com/dmccarthy100/duality9.txt)


more images to come

This will be part of a 3 part series.
This map will be playable in DUEL, FFA, and a special edition for those with high performance machines if it comes to it.

VolrathXP is still working on the hallway for those familiar with the fan-film Duality, and XLR8 is busy working on the outside platform.. we had to do some adjustments due to the # of tris and to reduce the r_speeds, but hey, some people don't mind ;) Anyway, we will update only when there are updates.
 giganerd
08-26-2002, 9:42 PM
#2
Um, are those supposed to be text files? Am I supposed to copy all that, paste it into Notepad and save it as a .jpg?
 Andy867
08-26-2002, 9:52 PM
#3
no , but with geocities, you can't use image links for cross-referencing.. so all you have to do is click on them. that's it... :)


Also, this will be like a mod because some of the force powers, well, mainly Force Jump Height, has been changed to mimic the film. Just a little FYI
 giganerd
08-27-2002, 12:26 PM
#4
Ah, I was using a browser other than IE but in IE it does work.
 SunBurN
08-27-2002, 12:45 PM
#5
It looks good andy, I've always been a fan of Duality and I'm glad you're making a map that is doing it justice! Nice job to all of you working on it and keep up the great work!

I'll be watching this project with great interest..... :)

SunBurN
 Andy867
08-27-2002, 4:15 PM
#6
The screenpics you saw was the area that James "XLR8" Bobbit was primarily working on, and I must say he did a very nice job re-creating it:) Hopefully volrathXP can get the hallway textured soon, although he is kind of on leave to work on his own map, and RL stuff always comes first:) and also XLR8 is doing a very nice job with the outside platform, even with the adjustments he will have to make to limit the tris count so that the map isn't running at 2fps..lol but I will keep you all posted on the progress as it comes in:)
 adillon
08-27-2002, 4:59 PM
#7
you guys are making a map from THE BEST fan film for star wars out there, at least IMO. i thank you in advance for all your hard work and effort.

are all three parts of the map gonna be connected? will you beable to go from the landing pad thru the hallway into the "arena"? will the sith interceptor ship be on the landing pad as well?

the only 2 things i can see that bother me are the following ...

- make the text around the platform darker ... i think it stands out too much. (wanna translate it for us?) ;)

- there needs to be more evenly-sized lights on the inside part of the curved light towers. you are showing 8, there's actually 12 (yes, i actually counted them), and they're all equal size. images you posted show them growing in size as they go up the tower.

other than that, this map ROCKS!!

i am so psyched about it, and look forward to seeing its progress. keep up the great work!
 lonepadawan
08-27-2002, 5:01 PM
#8
Just alerting the maker of duality- He will want to see this :D

Awsome recreation of the area? What about a TIE awsome prefab.
 Andy867
08-27-2002, 5:12 PM
#9
With the tris count already where it is, making it 12 lights right now would be make it worse than better, but as time progresses, and with the release of the SDK, mappers will be able to tweak the map to be more accurate. and Yes, for the FFA version, they will be connected.. depending upon when Volrath and XLR8 finish their last parts, will determine if the DUEL version will also be connected. I will mention to the mapper about the Aurabesh/lighting.. we want to see if you the public can translate it! HAHA


More to come as info/progress comes in!
 PainGod
08-28-2002, 2:07 PM
#10
Originally posted by lonepadawan
What about a TIE awsome prefab.

We are werkin on it. Using the actual model source code from the movie...


- Xlr8
 Wes Marrakesh
08-28-2002, 2:41 PM
#11
Cool map and great movies! I wish i could do a fan film... :lol:
Map looks great... does the aurbesh say anything or is it jibberish?
A few comments on the movie itself
Cool TIE!
The saber duel could use some more clashes and less hilt spinning.
Well done set.
Wouldn't the saber cauterize the masked guy's wound in the end?
Saber effects were great!
Darth Oz's Lightning posture is a little rigid IMHO.
But GREAT WORK!
 Andy867
08-28-2002, 4:17 PM
#12
Umm. we actually didn't do the film, we are just re-creating the temple from the film. and its actually not a TIE... Its a Sith Terminator;) and YES, the aurabesh DOES say something, (couple things actually), but that's for all you to find out:D
And if you remember back to Star Wars Episode IV, did obi-wan's lightsaber wound cauterize that's beasts arm that was cut off? I guess it all just depends upon whose hitting it, their style, etc.
 Wes Marrakesh
08-28-2002, 4:34 PM
#13
:D oops :rofl:
*retreats into dark corner*
:D
 Andy867
08-28-2002, 11:07 PM
#14
Hey everyone, I just received some screenies of Manquesa, who is working on the Sith Terminator, and although these are very early screenshots/very early work in progress, its coming along great.


http://66.28.242.247/jediknight2/images/sithterminator_wip.jpg)

http://66.28.242.247/jediknight2/images/sithterminator_wip_2.jpg)

He is gonna touch up the wings some more, and I must say that for doing that in only an hour, that's pretty impressive, but don't worry, it is still very early in production, so there is still lots to do, and more progress to be done.
 Manquesa
08-28-2002, 11:20 PM
#15
just wanted to add something to that, I will be completely remaking the wings.

I know the screenies are pretty horrible, but I just threw that together real quick just to see how possible and how difficult it would be to make the wings. It may take me several more attempts but I think i'll get it, gotta try different methods out to see what works and what doesn't.

This ship is proving to be a real pain in the a$$ to make!
 Andy867
08-29-2002, 6:17 AM
#16
Still Manquesa, you have a lot to work with, as opposed to our last modeler, who kind of disappeared from the scene, even though I see him in the forums lately. He said he had progress, but I never saw screenies. I'm just glad this S-o-b is getting made:) It took as long as it did since the 2nd day JO was out to find someone to make it. It didn't take nearly as long, and XLR8 and Volrath have been doing AMAZING work. Just absolutely amazing work for this project. and now that we have a prefab of the Sith Terminator being made, the project is nearing completion. Volrath just needs to finish texturing the hallway, then he can send it over to XLR8, who will finish the hallway up by making the greek symbol omega-like doors, and then complete the outside landing pad for the Sith Terminator, and then we can release this in a mappack.. Duel, and FFA, and the source code for the map for other mappers to take a shot to maybe improve on it, or use for their own mod. Just make sure to to give Manquesa, VolrathXP and XLR8 credit. XLR8 has worked VERY hard on this map project, and so is VolrathXP, and with Manquesa partially joining the team to make the prefab, he deserve credit too. I will report more progress when there IS progress!
 Wolfey
08-29-2002, 6:19 AM
#17
Heyhey Andy! can I get the map file and build something on the map? it wont get published or something like that :) jkz_wolfe@otmail.com or martskre@hotmail.com
 Andy867
08-29-2002, 10:50 AM
#18
Unforunately, the .map file won't be released until at least a week after the release of the map pack. that's to prevent any problems between now and the official release.
 PainGod
08-29-2002, 6:44 PM
#19
Thanks fer the kind words. :bows:

Manquesa!!! OMFG!!! Nice work, dude! VERY NICE!





x
 Shadriss
08-29-2002, 7:16 PM
#20
Wow. I remember about two months ago there was a thread asking if this arena would ever be made into a JK2 Map. I was a fledgeling mapper at the time, and, being full of myself, , I gave some of it a go. The results... well, let's just say I burned them and leave it at that, eh?

The shots I've seen are very good. Very, VERY good. Having said that, however, I do have a few things you may wish to try to do to make it a little more true to the flick...

A) While the towers do look very good, they also seem a bit... well, angular? I know that curves are a big right royal pain to work with, but is is possibly to smooth those towers out just a little bit? :)

B) I add my voice to someone else's (who's name I cant remember) in saying that the writing around the outside edge DOES need to be dimmed down, if it hasnt already. In the same vein, the lighting strips on the main deck of the platform itself should also be toned down a hair or two.

And finally C) The surrounding walls. Too brightly lit. The entire room was very dark in the flick, such that (on my screen anyway) you have to almost squint to get any real details out of the wall. What's there looks very good, but the lighting level is just a tad too high.

Other than that, WONDERFUL job to this point. Kudos to you and your team for thier work to this point. I look forward to the final product... ANd if you're includeding the map file, I also look forward to seeing if I can't "help the map along" myself.

I, too, shall be watching for THIS one...
 Andy867
08-29-2002, 7:55 PM
#21
I actually wondered myself about the darkness, but over watching the film over and over, there are too many shots were one can clearly see the outline of the walls. so the level is actually of real-time brightness/darkness. after we release v1.0, we will let other mappers take a crack at improving the map to be more accurate we just wanted to get it as accurate as possible in the shortest amount of time. and its only been like maybe a month since we first broke ground on this map.

**EDIT**:

here are the pics just to show how lit up the room actually was.. because if you remember there were windows, (although none in our version yet, that helped light the room, but not very much)


http://66.28.242.247/jediknight2/images/duality.jpg)
http://66.28.242.247/jediknight2/images/duality2.jpg)
http://66.28.242.247/jediknight2/images/duality3.jpg)
http://66.28.242.247/jediknight2/images/duality4.jpg)
 Manquesa
08-29-2002, 10:30 PM
#22
http://www.manquesa.com/sithterminator_wip_3.jpg)

http://www.manquesa.com/sithterminator_wip_4.jpg)

http://www.manquesa.com/sithterminator_wip_5.jpg)

Ok, I remade the wings, don't know though if this will be the final incarnation of them. I still don't quite have the curvature quite right. I still got a bit of work to do on the main fuselage too.
 PainGod
09-01-2002, 3:19 PM
#23
On lighting:

It may be me. My gamma is up pretty bright on my monitor/card and I was able to see the wall details with no problem in the movie.

Adding windows would have brought this map to it's knees, FYI. We are lucky where we are now; the tris are insane.

And speaking of tris, the light posts do have curves in them (pulled mesh) and heres the biggie: There are 5 of them. :) I had to sacrifice here and there to detail them. The blockiness you see are the trim brushes which climb up and in with the meshes. Lotsa triangles there. LOTS.

I'll look at the aurabesh again and see if the lights can be toned down.

/x
 Shadriss
09-01-2002, 3:24 PM
#24
I stand corrected. :)

And those are windows? Looking at the screenshots I coudl see how you got that, but why not just simple lights for accent? :)
 <JOTD>Jedi Hunter
09-02-2002, 12:33 AM
#25
Hey looking great fellas. Nice to see people taking pride in their work still. The map looks superb. Oh and you can always feel free to post your screenshots/updates here (http://jediofthedark.no-ip.com/cgi-bin/forum/YaBB.cgi) if you like. Tercero just released an update on his model. Come check it out. Thanks to you guys for all of your hard work. Take it easy. :)
 Wolfey
09-02-2002, 11:18 AM
#26
I did not notice the windows when I saw the movie :p

For those who have not seen the movie yet, get to this site NOW! www.crewoftwo.com) :D :p :) ;)
 Andy867
09-02-2002, 8:04 PM
#27
In future versions if and when we can get the tris and r_speeds to a reasonable level, this map will be made more accurately. hopefully after my learning of mapping, and experience I will be able to contribute to XLR8's and VolrathXP's hard work. both are doing great jobs on the map, and manquesa's recent addition for making the Sith Terminator Prefab is coming along great.
 PainGod
09-02-2002, 11:26 PM
#28
Originally posted by Shadriss
And those are windows? Looking at the screenshots I coudl see how you got that, but why not just simple lights for accent? :)

I'm guessing those are windows. And if I were going to do the light, I'd have done it where rays of light were visible (I dont know what the actual term is... light gradient? ... dunno). And if I'd done that, you'd need a GeForce 10 just to play it. :P

Things were already getting steep so i made a couple textures and kicked the walls out thataway..

/x
 Shadriss
09-03-2002, 2:47 PM
#29
Actually, the term is "beamshader". And in reality, they dont affect FPS to badly at all. The project I'm working on if full o' them, and most of my framerates are still up in the 90s on my machine. (Athlon 1.1Ghz, GeForce 3, 256 RAM)

If you need a set to do that, it would be easy enough to get them to you, I think... and they ARE simple to add in.
 PainGod
09-03-2002, 3:12 PM
#30
Really.... interesting. I'd heard they destroyed fps. Have you seen the Matrix Dojo? There are a couple in that map...

Whats the entity command? EFX?
 Shadriss
09-03-2002, 3:16 PM
#31
Matrix DOjo had them? Hmmm... never noticed. Then again, I dont play that one much...

ANd they aren't entities. THey are shaders. I've been applyting them to patches (cylinders specifically, ,though it chouls wirk with any kind...) and then stretching the patch into the shape of the beam. I have a set that WhiteShdw made for me, and they work great - no loss of FPS so far, anyhow. :)

As I said, if you want'em let me know how to send'em to you. NOTHING should be too extravagent for THIS map! :)
 Andy867
09-03-2002, 9:34 PM
#32
well, if you want, you could send them to me @ dmccarthy100@charter.net and I can pass them to PainGod, our lead mapper. i should be getting a screenie from Volrath with the hallway before he textured it.
 keo718
09-03-2002, 9:36 PM
#33
Hey Andy, that mod I PM'ed you about should be in your database now.
 Andy867
09-03-2002, 10:04 PM
#34
Its' already been posted on the Files Section, Keo.. :D
 keo718
09-03-2002, 10:06 PM
#35
Oh, wonderful. Much thanks.
 Manquesa
09-04-2002, 1:29 PM
#36
Just thought i'd post the latest screenies I got. The wings are pretty much finished except for texturing and the cross symbol in the center of the wing. Yeah I know the symbol looks like a german iron cross right now, still working on it. And I need to close up some gaps in the patches. I've been busy with work, but I have the day off today and hope to be completely finished with the wings by the end of the day. Then I can focus on the fuselage and ****pit.

http://www.manquesa.com/Sithterminator/sithterminator_wip_6.jpg)

http://www.manquesa.com/Sithterminator/sithterminator_wip_7.jpg)

http://www.manquesa.com/Sithterminator/sithterminator_wip_8.jpg)

Edit: uh that's supposed to be kockpit, but with a c, I didn't think that would get censored
 Wolfey
09-04-2002, 1:32 PM
#37
Very Very Very Nice!
 PainGod
09-04-2002, 2:43 PM
#38
oooooooo... *drool*

On the shaders, Shadriss, I'll get them from Andy and play with them. Thanks!
 Andy867
09-04-2002, 10:31 PM
#39
Here is another screenshot from the talented Manquesa of the Sith Terminator he is working on:

http://www.manquesa.com/Sithterminator/sithterminator_wip_9.jpg)

Keep up the great work, and I emailed Pain God the shaders to maybe/hopefully make windows as well:)

There is still a lot of work to be done on the Terminator, but it is coming along VERY nicely, Manquesa!!!
 <JOTD>Jedi Hunter
09-04-2002, 11:59 PM
#40
Question, is that a symbol on the side of the wing? And if so, what does it stand for? Just curious. As always, great work fellas. :D



uuh, nevermind lol.
 Azymn
09-05-2002, 2:40 AM
#41
Looks good guys. Did you get the seeker triggers working?
 Wolfey
09-05-2002, 12:03 PM
#42
I dont think so... Its impossible to get them to fire
 Andy867
09-05-2002, 1:21 PM
#43
We haven't messed with them just yet, since they are for SP, which we will do eventually, we are just trying to get the duel and FFA MP version done first, then we will release a SP part, which will have a better Lord Rive and Darth Blight Model, since the reborn model used really doesn't do Lord Rive justice. so we havent tried just yet, and Darth_Syrup, your comment in the email sounds very interesting to what you were referring to.. If you can get it to work as it is intended, our MP mod project would love to use it:)
 lonepadawan
09-06-2002, 12:53 PM
#44
no double/twin sabers in SP :(
 <JOTD>Jedi Hunter
09-06-2002, 1:49 PM
#45
Lone Padawan I guess you'll have to live with one saber. As for the gun fire. Are you talking about like on the other jk game where you were in that base and there were ties outside that would fire at you if you exited the base? If so I've noticed nothing like that on this game. If you could in fact pull it of it would be difficult...and not to mention impressive. Anyway keep up the great work fellas.
 Shadriss
09-06-2002, 2:57 PM
#46
Maybe I'm wrong, but isnt the code there for double-enders? I though it used the same code from multiplayer - just have to have cheats active. If they plan to do a map with the map, why coulnd't they make it more easilly active? (ala JediMod)
 Andy867
09-09-2002, 2:20 AM
#47
Also, with the Saber code Darth mentioned. It could be used for MP, so when the code is activated. both people will start off with double-ended sabers. and after a person gets low enough on health if possible, the saber would break into 2 sabers, and there would be a line a code, again if possible, to prevent the broken saber for being changed back into double-ended. and when the person is near death, the code will make the player lose his second saber... again, the code would prevent someone from getting dual sabers/etc. be nice if LEC would give RAVEN the go signal to release the SP SDK so this map would work even better... But enough out of me:)

Unfortunately, without the SP code, we can't do anything for SP modding for the map, cept make seeker droids appear here and there.
 Andy867
09-11-2002, 12:28 AM
#48
Here are more of the WIP screenies of Manquesa's Sith Terminator prefab

http://www.manquesa.com/Sithterminator/sithterminator_wip_10.jpg)

http://www.manquesa.com/Sithterminator/sithterminator_wip_11.jpg)


It is really looking good, Manquesa.
From what he was telling me, he is gonna gonna work on shaping the c*ckpit tomorow, then that symbol on the wings, the landing gear, gonna tweak a few other small things, work on texturing and that's it
 Shadriss
09-15-2002, 9:13 AM
#49
THREE DAYS it had been, and no update? WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
 Pnut_Man
09-16-2002, 1:59 PM
#50
I'll probably be shot once Andy sees i have posted..but all i have to say is that the project is coming along great....

And uh about the model....you see..i couldnt get the damn thing in game, i had lots of crap to do before school started again..and i didnt want to say..o im not working on the model anymore..so i just vanished by getting a new screenname.

Didn't like freakin dbzgod64 anyway :p
new name is XxPnutmanxX
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