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Let's see if I can pull this off...

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 wedge2211
04-12-2003, 11:41 PM
#101
I'm working on it, I'm working on it...sheesh...
 master_thomas
04-13-2003, 12:00 AM
#102
If you were not talking to me in that post, don't bother reading.

Originally posted by Wedge2211

I'm working on it, I'm working on it...sheesh...

Hey; I just made a short post to ask how things were going for you, Wedge.

"Anything" means mapping or school etc. If you got any mapping done, I was asking if that was successful. Relax. Take your time. No pressure here. You have more important things to do, like school.

Don't worry. This is of low priority. We work for an extremely loose, non-profit organization. The mapping community. We work on our own time. Our non-editing fellow players owe us for supplying them with fun additions to JK2 and we are under no deadline or contract.

HAIL TO THE JK2 EDITORS!!!

Mappers, coders, modellers, skinners, scripters, (though many editors write their own scripts) sound recorders, texture and shader makers, music recorders/harvesters, (harvesters, lol. That sounds wierd)the people who edit the cfg files, the saber blade editors, and those who make websites for dev teams. Did I leave anyone out?

------------------------------------------------------------------------------------

Note to non-editors: Sorry, if I made you look bad in this post, but that's how I feel.
 wedge2211
04-19-2003, 5:46 PM
#103
 Business_Eskimo
04-19-2003, 7:02 PM
#104
Looks nice. I'm not too sure about those upside-down plants though, personally. ;)
 LITE Jedi
04-19-2003, 7:09 PM
#105
I like the plants hanging upside down, personally. Looks good, nice to know you still can map ;)
 wedge2211
04-19-2003, 7:14 PM
#106
It's "unconventional," they're supposed to be like cillia or something.

Um, I looked at those again and realized that the lighting sucks. So please don't berate me for that, it's NOT final. :)
 master_thomas
04-19-2003, 8:02 PM
#107
It's not too bad. The platform lighting is uneven and the view from the tube (I don't know what to call it) is a bit dark, but still looks excellent.

Hey, I just made my first decent simple patch mesh of a bathtub. You have made everything (except entities) out of patches.
 wedge2211
04-23-2003, 4:12 PM
#108
MORE UPDATES!

I'M ALMOST DONE!

This is an old area, redone:
http://wso.williams.edu:8000/~jshoer/images/screenshots/shot0227.jpg)

The ball inside this helix will be glowing:
http://wso.williams.edu:8000/~jshoer/images/screenshots/shot0225.jpg)

Here are some shots of Han to give you all a sense of scale:
http://wso.williams.edu:8000/~jshoer/images/screenshots/shot0222.jpg)
http://wso.williams.edu:8000/~jshoer/images/screenshots/shot0224.jpg)

And finally, my favorite shot...LOOK AT THE FPS NUMBER! YES, THAT'S OUTSIDE IN THE TUBE! I HIT 90 IN THE TUBE LAST TEST RUN!!!!!
http://wso.williams.edu:8000/~jshoer/images/screenshots/shot0230.jpg)

There are several more screenshots on my web site, which, I would like to add, has undergone a total re-vamp. Check it out! http://wso.williams.edu/~jshoer/outcast.htm!!!!)
 master_thomas
04-23-2003, 4:16 PM
#109
Nice! :thumbs1:. FPS: 62 IN THE TUBE? WAHOO! Okay. How many players were there at the time?
 wedge2211
04-23-2003, 4:18 PM
#110
Um, there were...uh...just me. But I did hit 90 in the other tube.
 Pnut_Man
04-23-2003, 6:42 PM
#111
http://wso.williams.edu:8000/~jshoer/images/screenshots/shot0222.jpg)

That reminds me of the device that tortured Jacen Solo in Traitor

Perhaps you're secretly being influenced by the New Jedi Order novels as you finish this map up...mwhahah!

Excellent work my man ;)
 Shadriss
04-23-2003, 11:50 PM
#112
YOU MUST RELEASE MAP!

Hands twitching to play...

Mind boggling at Patch Meshes...

*brain short circuits*
 wedge2211
04-25-2003, 1:59 AM
#113
I'm going to start the first beta-stage compile tonight.
 wedge2211
04-25-2003, 11:48 PM
#114
Here is what is probably the last set of screenshots for this map. After this, you've seen it all.

http://wso.williams.edu/~jshoer/images/screenshots/shot0234.jpg)

http://wso.williams.edu/~jshoer/images/screenshots/shot0236.jpg)

No, this is not a tree...
http://wso.williams.edu/~jshoer/images/screenshots/shot0239.jpg)

Here's pnut_master's "Embrace of Pain" from a different angle. (PS, that's not what I think it is :P)
http://wso.williams.edu/~jshoer/images/screenshots/shot0240.jpg)

There are several more on my site.

After beta testing (I'm all set, DONT ask if you can beta for me), Tal Erulanei will be released with the NRG Free-For-All Map Pack this summer (not that far away, don't worry). The FFA pack will also include the Derelict, a map of mine which has some very prelimenary shots on my site...
 master_thomas
04-26-2003, 12:58 AM
#115
Summer? AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH!!! Okay. :lol:

Very, very, nice job, Wedge. I love the orange spheres. Really, this is incredible work. You really are an excellent mapper.............................(random compliments on your mapping)..............................:thumbs1:.

Final brush and entity count?
 Khaza
04-26-2003, 6:04 AM
#116
I want to know how you clip the visibility to interior places ? :confused: Since I don't remeber patches ever did this...
 Shadriss
04-26-2003, 12:18 PM
#117
I'm ALMOST hurt, Wedge. You know why... if you dont, I'll pout at you until you DO know. :)

Honestly, the map is a true work of art. From a mappers point of view, ,patch meshes have been, ,and for most of us, ,will always be the most frustrating thing to work with. What you've achieved in this map is nothing short of masterful. Even if none of your other maps achieve any kind of noteriety (Yeah, like THATS gonna happen...) this map alone would secure your name among the great mappers of JK2. Excellent work.

Now get off your duff and get to helping ME out... You know what I'm talking about! (6)
 wedge2211
04-26-2003, 1:37 PM
#118
master_thomas: Brush count? You mean PATCH count? ...You do NOT want to know.

Khaza: I put boxes of struct brushes around them. :)

Shadriss: Thank you very, very, much...for the compliments and even more for running that compile for me. (Everyone else: big kudos go to Shad for actually running the last compile, since my computer crawls on it.) I can talk to you online, any time, I'm one of those college students who lets his computer sit there, on, networked, and active...usually...

I'm actually pretty excited to have this go in the NRG pack. I know that plenty of you (including me) would cry to have it out now, but NRG is worth it. There are a lot of neat maps going in there!

*bows dramatically* Thank you all, and have a good night!

*big hook snakes out from the side of the stage and grabs Wedge, yanking him off*
 Pnut_Man
04-26-2003, 2:09 PM
#119
Well I can wait for the summer. And Bah! So what if that tree doesn't look like the Embrace of Pain! I'll find my own..in there..somewhere..

Last request: Convert this babey to Jedi Academy :)
 starunner
04-27-2003, 5:28 PM
#120
While I'm sure the last thing you want to do at this point is add more patches to the outside areas, have you given any thought to carrying the "rooty/stalky" theme to the exterior? The "pods" just look a little bare when compared to the lushly detailed interiors.

Here's a dodgy concept drawing (http://members.lycos.co.uk/starunner/screens/tal.jpg)

I'm sure it's a bad idea seeing as you've only just got the high framerates back, but I just thought I'd suggest it. Everything looks fantastic as it is anyways, so feel free to yell "n00b!" in my general direction. :p
 wedge2211
04-27-2003, 5:42 PM
#121
Yell n00b at you? Not likely, I love the Coruscant Promenade. And, actually...that's a really good idea, I might play around with that. I'm not sure how the FPS will be affected, the main way I got it to improve was by cutting out the "stalk" at the bottom of the main pod, which you really couldn't see anyways, and shirking the open area by a lot, so I might be able to pull it off. That's a really neat-looking drawing, by the way, not dodgy at all in my opinion (and I *know* it'll start pnut yelling "VONG! VONG!")

Speaking of pnut, I'm already planning to convert all/most of my maps to JA when I get the editing tools for it.
 Leslie Judge
04-27-2003, 8:06 PM
#122
Evader got some answers from Raven about the JA editor. They said him that the architecture can be imported but the texturing not.

Thought I tell you. :D
 Shadriss
04-27-2003, 10:26 PM
#123
Well, that doesnt sound too bad, Leslie. Most of the problems in making a map are in the structuring... the texturing is relatively simple and quick comparitively... at least in MY experiance it has been...
 wedge2211
04-28-2003, 2:06 AM
#124
Now, since JA is Q3, it's editing tools would be some form of Radiant and would use the same file formats, correct? So as long as I grab the relevant textures and put them in a new pk3, then won't I just be able to open the map format in JARadiant?

...well, we'll find out when we get there.
 master_thomas
04-28-2003, 8:34 AM
#125
At least MP conversion could be that easy.

In SP, you could have 1000 entities to replace.:(

Still, the architectre is pretty much the hardest thing to do.
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