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Pages: (2) [1] 2  ( Go to first unread post )

 KungFuPanda - Joining Application, Joining Application
KungFuPanda
  Posted: Feb 22 2009, 05:28 AM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



Greetings everyone,

I played this many years ago, it was one of my favorite games and is one with many good memories. I too play both Jedi Outcast (JK2 or JKO) and Jedi Academy (JK3 or JKA) and can map at a rookie/intermediate level. I can re-skin at a noob-ish level, mapping is where I am best for these games though. I would be glad to help if you wish it to be so. I am in the Jedi Outcast clan |Cold| as a Jedi in-rank. I am in the Jedi Academy clan ::JEDI:: too, active with both. I've been into this series for about 2 solid years.

Best of wishes,
KungFuPanda smile.gif

P.S. Don't give up on this mod, it looks absolutely wonderful! biggrin.gif

UPDATE: I now have an X-Fire account and more updates for you:

X-Fire Username: KungFuPandaPo
MSN Username: Ommar.Kushiban@hotmail.com
Email: Kungfupandanamedpo@Yahoo.com
Age: 14 - 15 (Very near to 15)
Position: Foothill Technology High School (High School)
Currently: On my main home computer (PC)
Interests: Kung Fu Panda (By Dreamwork's Entertainment) and MOTS
Real Name: Abrum A. Sarsfield
Computer: Genuine Intel Pentium 4 2.oo GHZ Exactly. 2.00 Gigabytes or RAM (Random Access Memory) Windows XP Professional Edition SP2 fully updated. I have GTKRadiant 4.0 and 5.0 and can Un-BSP maps and create terrain from scratch. Using 2 general speakers . Using a laser mouse and keyboard (Both wireless and use batteries) I can also build computers at an intermediate-advanced level.[COLOR=red]
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exonimus
Posted: Feb 22 2009, 10:43 AM


MOTS Project Lead


Group: Admin
Posts: 732
Member No.: 1
Joined: 21-November 08



hi there fellow computer builder =) it's not that difficult once you get some practice(had no choice with computer illiterate parents).

Anyway, of course you're in, but, just out of curiosity, I'd love to see some screenshots. Have you released any maps until now?



Also, unbsp-ing maps is just a matter of command line options with q3map2, although it surprises me that many people have no clue how to do so(it's not legal, too.. :/)

just some questions(just to get an idea of what you can do/your interests):

-Do you know how to work with shaders?
-what was your favourite MOTS map? I need to discuss with hhunter on which one you'd start. It'll probably be the second asteroid level, but it might be beneficial if all the asteroid levels are made by him, because it'll have the same feel to it. If that's the case, it's either the fourth level, or your favourite. It really depends on the style.
-do you happen to know master Axem Keigoku? I think he left ::JEDI:: years ago, but I knew some people in the clan. That is, there might actually be more, but the one I knew was doing a lot of RP, and used to be active in jk2 as well, iirc.

on xfire: it was in the 'how to apply' post because the original plan was to use it a lot, but we have some people who either can't use it, or don't use it that much, so the forums are our main way of communication. This means you do have to be active on them.
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KungFuPanda
Posted: Feb 22 2009, 03:23 PM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



Greetings,

Yes, I have some screenshots of some of my works, one being a Bespin styled map and the other a night-time snowy one. My favorite Mysteries of the Sith map must be the Katraasii Spaceport, my second favorite would be the first level, my third the second level. I haven't released any maps yet. I've only heard of Axem Keigoku, he was an old Master in ::JEDI::, a High Councilor I believe. I'm not really that good with shaders, I can never get custom ones ingame.

Best of Wishes,
KunfFuPanda

Screenshots:

user posted image

user posted image

user posted image

user posted image
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exonimus
Posted: Feb 22 2009, 03:30 PM


MOTS Project Lead


Group: Admin
Posts: 732
Member No.: 1
Joined: 21-November 08



screenshots are a bit dark(I have the same problem in JKA) but it seems you know your way around. You have a lot to learn, but then, honestly, so do we. Iknow my way around shaders more or less(e.g. I can help myself) so I can probably help you there. Usually, if we have any problems with mapping, we try to help each other, and if that doesn't work out, we usually ask for advice on map craft. Those guys are a godsend =)

Anyway, I hope hhunter comes online today so we can discuss the maps. I've already sent him a PM.

Oh, while I'm at it: do you (still?) own a playable copy of MOTS? that would greatly help because that means we don't have to make reference shots,movies, etc.

For the time being, check out the other topics(you have access to the dev forums now), feel free to reply and add suggestions, questions, etc. We have a storyline contest running(no deadline as of now, though) so feel free to join there as well. If you have any questions whatsoever, feel free to ask. Do note though, I have been on holiday for the last week, came back today and haven't spoken to hhunter(the other co leader) yet, so I might not be completely up to date on everything going on.

Welcome to the team =)

edit: lots of 'feeling free' here. Oh well. Feel free to feel free, I guess..
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KungFuPanda
Posted: Feb 22 2009, 03:39 PM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



Greetings,

Yes, I own a copy of Mysteries of the Sith and Jedi Knight. (Though my Jedi Knight CD is scratched)

Best of Wishes,
-KungFuPanda
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late
Posted: Feb 22 2009, 04:51 PM


MOTS Developer


Group: MOTS Developer
Posts: 180
Member No.: 23
Joined: 9-January 09



Hello, KungFuPanda and welcome to the team. cool.gif
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hhunter6
Posted: Feb 23 2009, 01:51 PM


MOTS Project Lead


Group: Admin
Posts: 612
Member No.: 4
Joined: 22-November 08



Hello Gents. sorry i haven't been on this weekend. wasn't near a comp. dry.gif

First off, welcome smile.gif

I think from a mapping stand point right now it would be best for you to take level 3. this way we can release a demo out to the public later this year.

please let us know what you think.

Again welcome aboard wink.gif
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KungFuPanda
Posted: Feb 10 2012, 03:56 AM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



Looks like I'll be blogging my progress in this thread.

I started working on Level 3 today. I merged tons of brushes, recreated one and textured a few surfaces.

user posted image

My plan is to duplicate Level 3 exactly as it was in MOTS and then change it. By changing it I mean adding new rooms and more player interaction such as functions for buttons that previously had none. I also want to experiment with a few entity tricks I've tried.

For the past couple years I have been practicing .bsp insertion which basically makes a model of all the brushes you want, making them into one brush when you enter them into the map. There are other methods of adding brushes as well that I would like to try. Doing this might ease the worry of too many brushes or junk brushes or such.

Maybe it's a bad idea, but there are plenty of things that I can't merge and this might be a good bypass.

I also intent to make a customized skybox via a skyportal entity. With that in mind I may be able to make a awesome sky that may even have stuff going on in it like flying mini-asteroids going by and such.

If I can think of some sound effects that I'd like to randomly play, I've created a entity set with the purpose of playing random sounds without the need of a script. I have done a lot of entity research and application over the past few years and I intent to put that to use in this level.

More progress to come.
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KungFuPanda
Posted: Feb 11 2012, 12:27 AM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



More progress! I took out my copy of MOTS and got to work on one of the tunnels, yielding this result:

user posted image

Re-learned how to move and shrink textures in order to get this result, seems to be the spitting image of the original though, with a new JKA-era look to it. I love it.

Basically starting from the top of the map and hoping I'm doing this the right way. I'll probably be doing this map in sections! That will mean that I'll be able to perfect one area and move on to the next and get in some JKA footage ASAP without worrying about terrible leaks in the rest of the map. I hope to get that in order soon-ish.

More to come.
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hhunter6
Posted: Feb 11 2012, 09:14 PM


MOTS Project Lead


Group: Admin
Posts: 612
Member No.: 4
Joined: 22-November 08



Looks very good. I'm interested in seeing more.

I would say expand the rock textures more so it seems more like... well rocks? lol! very nice.

as far a recreating your plan seems solid since thats exactly what I'm doing with level 2. I would say maybe make your levels bigger in size to give it that JK/MOTS feel since the original levels seemed massive.

Nice work and cant wait to see more.
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KungFuPanda
Posted: Feb 12 2012, 09:40 PM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



user posted image

I've started work on dividing, or chopping up (like that term better), the map. In no time I'll be able to isolate areas and produce in-game footage with things like working elevators and other interactive elements. Stay tuned.
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KungFuPanda
Posted: Feb 14 2012, 03:20 AM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



Got some more work done on the starting area. Spent a few hours remaking this tunnel and cleaning up brushes.

user posted image

There's still a lot of work to be done on this area, but I'm slowly getting back my mapping skills as well as gaining new ones.
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KungFuPanda
Posted: Mar 3 2012, 03:27 AM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



I am happy to report that I have made more progress, but it's mostly been fixing bugs.

I haven't had much time lately because of school and the family needing my priority. I plan on more updates.
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exonimus
Posted: Apr 7 2012, 12:50 PM


MOTS Project Lead


Group: Admin
Posts: 732
Member No.: 1
Joined: 21-November 08



QUOTE (KungFuPanda @ Mar 3 2012, 04:27 AM)
I am happy to report that I have made more progress, but it's mostly been fixing bugs.

I haven't had much time lately because of school and the family needing my priority. I plan on more updates.

Glad to see the motsmod still somewhat alive and kicking! smile.gif

Although (as I let hhunter know) I haven't had time in ages, and probably will not anytime soon, I'd be happy to answer any questions regarding scripting or skyportalling, I've mucked about with that in the past for quite a while, and it's actually rather easy to do. You can most easily contact me via the jof forums (the clan I'm in) at z11.invisionfree.com/jofclan although you'd need access first. I also hang out on map-forge.net/forums, more so than on these forums these days, I'm afraid. sad.gif

Furthermore: although the idea of recreating things and expanding upon it is usually good, do consider the fact that recreating everything like in mots is a complete waste of time. Take, for example, your last screenshots. You really need to think about the "spirit of the map", if you will. That grating texture, for example, could better be transformed into 3d grating, the texture with all the rectangles below that was probably meant to be some kind of tube or whatever, the grey texture below that obviously a wall, but probably being a different 'layer' from the blue rectangles in the center there. It's all about layering and detailing, but I'm glad to see progress! smile.gif
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KungFuPanda
Posted: Apr 12 2012, 11:52 PM


Community Member


Group: Members
Posts: 15
Member No.: 25
Joined: 22-February 09



Thank you Exo! I'm glad to see some progress as well.
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