nice stuff....why do all these pics and their names remind me of a couple diff star wars games ive played...?
anyone else get that feeling?
Jeff why do you think I always dodge the question of where I work when you ask on vent..
----Edited----
I can tell you those where originally developed on GTK Radiant for Jedi Outcast. I can tell you I was hired by my employer for the work I did on those maps there.
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"Pking in Softcore, is like two deaf kids yelling at each other."
ah crap haha i was telling aaron about that crap saying u dodged the question 2 diff times!!!!...u told me u worked with anti social people or somthing....and i was like k, that sounds odd. and u completly dodged the question when i brought it up again
btw is my erie feeling of playing a starwars lightsaber first person game right?
Might I ask what engine you were using? Reminds me of the original Unreal, in a sense. But your use of lighting and shadows gives these levels a unique mood, especially "arena". Very well done. You would make a great addition to our team.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Might I ask what engine you were using? Reminds me of the original Unreal, in a sense. But your use of lighting and shadows gives these levels a unique mood, especially "arena". Very well done. You would make a great addition to our team.
I edited the post above to include the information. Those were created on GTK Radiant in 2001 before JO came out in 2002. The engine was the Quake III engine which was well below the norm for 2002. But it still made for a great game. I still enjoy playing it.
I am now using 3d studio max, since I have someone else to flip the bill.
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"Pking in Softcore, is like two deaf kids yelling at each other."
Nice work!
You did all of it yourself? The models and textures look ace.
There was another person that helped me. In total the two of us had created a total of 15 maps for JO and JA.
The largest problem with Quake III engine was the closeness and Z battling issues within 4 pixels of each other. (Z Battling is where two faces, draw over each other and causes static between the two faces battling to which one wants to be seen first)
Current engines can have down to .16 of a pixel without Z battling depending on placeage.
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"Pking in Softcore, is like two deaf kids yelling at each other."
(Z Battling is where two faces, draw over each other and causes static between the two faces battling to which one wants to be seen first)
Thus when the character moves the camera, you will get what looks like one texture trying to be two. Z battling can be seen in many games, and it mostly occurs on or around corners (i.e. Hallways, and Doorways). I'm not sure where yours were happening, though.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
I edited the post above to include the information. Those were created on GTK Radiant in 2001 before JO came out in 2002. The engine was the Quake III engine which was well below the norm for 2002. But it still made for a great game. I still enjoy playing it.
I am now using 3d studio max, since I have someone else to flip the bill.
These maps look great for using the Quake III engine! Wow. Phenominal. I would absolutely love to see your present work.
I use Photoshop CS3 (CS2 in past projects), and when I render weapons, I use Studio Max as well. Might I add, Maya is great for rendering and simulating cloth.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
Z battling can be seen in many games, and it mostly occurs on or around corners (i.e. Hallways, and Doorways). I'm not sure where yours were happening, though.
Where ever I screwed up would be that answer. I would make, (at that time) brushes into doors, insted of modeling and inserting. When the doors retracted opened, caused unwanted collisions. I have learned a lot more since then.
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"Pking in Softcore, is like two deaf kids yelling at each other."
Where ever I screwed up would be that answer. I would make, (at that time) brushes into doors, insted of modeling and inserting. When the doors retracted opened, caused unwanted collisions. I have learned a lot more since then.
Haha, there was a time when even the most successful person was a n00b. Unless you are a prodigy.
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"You cannot fight fire with fire, but you can make one hell of a glow." - Michael Xavier Hyde (December 1994)
btw is my erie feeling of playing a starwars lightsaber first person game right?
I can tell you I was hired because of its "likeness."
I used to enjoy putting in hidden switches and secret area's into games. That is until they took away the level programming away from us. Now all we do is draw. But I still to this day draw hidden area's. They are just later taken out by Quality Assurance. Usually taken away with the excuse of file size being to large. Generally speaking there realitively tiny, 100kb max and no less then .00000001 FPS draw.
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"Pking in Softcore, is like two deaf kids yelling at each other."
the names reminded me first of Halo (library and stuff)
i think i like the first one most.
aw now i wana show stuff i made, but i dont wana look like a jerk (your stuff is definatly more "finished" then the pieces of stuff i began to work on and are really crappy ;))
Go for it. You ever need tips, helps or hints, let me know.
LordSilver
..totally put me back into playing Jedi outcast. Thats pretty sweet u got to do the work on it. and i think its funny how withing looking at the first pic i knew pretty much what it was.
Those are taken from quite a few of my maps from JO. All of these where made originally for our JO guild, {BotF} Breathren of the Force. We where fans of the original Jedi Knight's and series. First one, a buddy and I created was called, Battle. We then made Jedi Archive's, Battle 2, Jedi Archive's 2, and BotF Guild. I helped a little bit with a JA map of his called Battle X which was the triquel to the Battle maps. The guy I worked on the projects with then later built Universal. The guy can draw, like no other, but his design was generally lacking in playability. He was probably the best designer I ever worked with, we made a great team.
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"Pking in Softcore, is like two deaf kids yelling at each other."
your quite talented, i admire your work, i look forward to a game with your maps in it, it should be quite fun. You are an interesting person, from what ive read on the d3 section about nicoV. I would like to get to know you through my experience here
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What you do judges the decision of going to heaven or hell...Im going to hell so i could pwn uber diablo!:D
''May the Gods give you the strength and power to bear the madness which flows through our minds.''
''Zubin, I've always imagined you as a crazy raver. The kinda guy that spends all night dancing to trance music while waving glow sticks and popping ecstasy.'' - Murderface
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http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
Although I know some of you already do. Not this work, my other stuff. This stuff is dated..
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
anyone else get that feeling?
aw crap the more i look the more i feel like im playing previous star wars game
noexplanation...u allowed to tell/talk about ur work?
Jeff why do you think I always dodge the question of where I work when you ask on vent..
----Edited----
I can tell you those where originally developed on GTK Radiant for Jedi Outcast. I can tell you I was hired by my employer for the work I did on those maps there.
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
btw is my erie feeling of playing a starwars lightsaber first person game right?
a simple yes or no is all i need.
pm me the answer if deemed neccasary
I edited the post above to include the information. Those were created on GTK Radiant in 2001 before JO came out in 2002. The engine was the Quake III engine which was well below the norm for 2002. But it still made for a great game. I still enjoy playing it.
I am now using 3d studio max, since I have someone else to flip the bill.
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
You did all of it yourself? The models and textures look ace.
Dawn of Fantasy Heaven - The ultimate source for Reverie World Studios' upcoming MMORTS, Dawn of Fantasy
There was another person that helped me. In total the two of us had created a total of 15 maps for JO and JA.
The largest problem with Quake III engine was the closeness and Z battling issues within 4 pixels of each other. (Z Battling is where two faces, draw over each other and causes static between the two faces battling to which one wants to be seen first)
Current engines can have down to .16 of a pixel without Z battling depending on placeage.
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
Thus when the character moves the camera, you will get what looks like one texture trying to be two. Z battling can be seen in many games, and it mostly occurs on or around corners (i.e. Hallways, and Doorways). I'm not sure where yours were happening, though.
These maps look great for using the Quake III engine! Wow. Phenominal. I would absolutely love to see your present work.
I use Photoshop CS3 (CS2 in past projects), and when I render weapons, I use Studio Max as well. Might I add, Maya is great for rendering and simulating cloth.
Where ever I screwed up would be that answer. I would make, (at that time) brushes into doors, insted of modeling and inserting. When the doors retracted opened, caused unwanted collisions. I have learned a lot more since then.
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
Haha, there was a time when even the most successful person was a n00b. Unless you are a prodigy.
I can tell you I was hired because of its "likeness."
I used to enjoy putting in hidden switches and secret area's into games. That is until they took away the level programming away from us. Now all we do is draw. But I still to this day draw hidden area's. They are just later taken out by Quality Assurance. Usually taken away with the excuse of file size being to large. Generally speaking there realitively tiny, 100kb max and no less then .00000001 FPS draw.
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
Go for it. You ever need tips, helps or hints, let me know.
Those are taken from quite a few of my maps from JO. All of these where made originally for our JO guild, {BotF} Breathren of the Force. We where fans of the original Jedi Knight's and series. First one, a buddy and I created was called, Battle. We then made Jedi Archive's, Battle 2, Jedi Archive's 2, and BotF Guild. I helped a little bit with a JA map of his called Battle X which was the triquel to the Battle maps. The guy I worked on the projects with then later built Universal. The guy can draw, like no other, but his design was generally lacking in playability. He was probably the best designer I ever worked with, we made a great team.
http://us.battle.net...ile/vadle-1714/
http://us.battle.net...4/hero/34530475
''Zubin, I've always imagined you as a crazy raver. The kinda guy that spends all night dancing to trance music while waving glow sticks and popping ecstasy.'' - Murderface