A new Trade Federation ship map -1 reply

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PHANT0M

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22nd December 2002

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#1 16 years ago

OK, I know that you guys are playing Jedi Academy, but anyway I've decided to make a new map. I'll release this map for Jedi Outcast and when we get a GTKRadiant with JK3 support I'll release it for JK3. I made the most of this map and I posted some preview pics.

I need some help. There's an error when I try to compile this map. I guess I made this map too detailed, so when I try to compile there is no BSP file. But, when I compile parts of the map separetly, everything is OK. How can I fix this?

Also, I need a model of the Republic Cruiser. If anyone can get me one, I would be more then gratefull. Offcourse, I'll give him a full credit. My map wont be complete without it.

Thanks

Here are some preview pictures. Map still needs a lot of work, there are leeks everywhere, but I'll fix everything.

Bridge

shot0001.jpg shot0006.jpg shot0008.jpg shot0010.jpg

Docking bay

shot0014.jpg shot0017.jpg shot0020.jpg shot0023.jpg

Confederace room

shot0027.jpg shot0030.jpg

Corridor

shot0032.jpg shot0034.jpg shot0035.jpg shot0036.jpg shot0037.jpg




PHANT0M

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#2 16 years ago

Guys, can you tell me how to post pictures, but not as attachment?




PHANT0M

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#3 16 years ago

Guys, can you tell me how to post pictures, but not as attachments?

Anyway, you can see these pictures also here: http://f1.pg.photos.yahoo.com/ph/phantom_bre/lst?.dir=/Trade+Federation+map+screenshots&.view=t




PHANT0M

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#4 16 years ago

Also, here's zip file with screenshots, if NOTHING ELSE WORKS!!!




<D/H>Auron

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27th February 2003

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#5 16 years ago

wow, this map looks REALLY REALLY good...when will it be released??




GothiX

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#6 16 years ago

Looks pretty, really.But may I give you some suggetions:

Stretch out the glass texture, so it doesn't look all strange and funky. For compiling, get q3map2toolz (link), and i believe you use q3map2, but it doesn't really show. Try adding KEY: _lightmapscale VALUE: 0.5 in the worldspawn. Also, you have some lightspots which seem illogical. Finally, for your republic cruiser; get some junk-like textures and make it AFTER it is destroyed.

And please, stop calling JA JK3. It isn't. If you don't believe me, I'll post an e-mail from Raven Software claiming that it is. But your map would look ok in JA, besides, you can already port it, no need to wait for a new GTK.




jedidude

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9th September 2003

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#7 16 years ago

Please, WHEN CAN I DOWNLOAD THIS!!! looks sweeeet.

-jedidude




PHANT0M

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#8 16 years ago

Thanks guys. I'll release this map very soon, i just have to fix some problems.

GothiX, thaks so much for your suggestions. These are only preview screenshots, so there are still a lot erros (ugly textures, bad lighting). Great idea for the Rep. Cruiser. Yeah, I know that JA isn't JK3, but we've been calling it JK3 since before it has even been released (Did I said this correct?). OK, JA. I'll post some new screenshots when I fix this map.

Also, everybody please tell me your suggestions to help me make this map better.

PS: Sorry for my bad English :)




Guest

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#9 16 years ago
Try adding KEY: _lightmapscale VALUE: 0.5 in the worldspawn

That'll double the standard lightmap data making it take up to 2x more lightmaps...the usual thing is a _lightmapscale of 2 (or even 4) and func_group the things you want detailed shadows on...a global lightmap scale of 0.5 is not a good idea.




GothiX

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#10 16 years ago
WadeV1589That'll double the standard lightmap data making it take up to 2x more lightmaps...the usual thing is a _lightmapscale of 2 (or even 4) and func_group the things you want detailed shadows on...a global lightmap scale of 0.5 is not a good idea.

It usually works good, and gives a great atmosphere to a map. besides, q3map2 reduces the BSP size drastically anyway. But, if his map is, like, HUGE, he could indeed do that, though maybe another way; simply by giving the ones that need LOWER res the values...




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