суббота, 5 ноября 2016 г.

Texture Overhaul / Chapter I changes

The maps have always been a priority, especially in the beginning, when we just started working on DP modification. The story was the main thing, that set the path to create a mod specifically for JK series. At the time we paid less attention to models (props and characters), as well as textures – for the most part we looked for these elsewhere, or used what we already had from Jedi Academy.

This was not an option, when it became apparent, that the levels had to be different, as the Player would visit various worlds, such as Dantooine and Ord Mantell. All of them had to look unique in terms of materials at least.

In terms of already established locations from Star Wars we wanted them to be authentic. So for such place as Sulon (Kyle Katarn's native planet) we borrowed some textures from Dark Forces II video game. While we used many of them on the city walls, bases, etc, we didn't really like the way they looked. The quality wasn't that good.

So when I had time I spent time on redrawing all the textures, leaving the color only. All details and elements were recreated to look like a better version of Barons Hed walls, doors, wood floor and many other elements.

Textures from Shiib (sandy world with ruins), Anarmar (futuristic skyscrapers), Uffel (stone estates and old streets), as well as some others went through the same process, in order to move further from original pictures. Many of them were made from scratch, while others were made during my trips abroad, as I took photos of walls, pavement, roofs, etc.

In this regard Chapter I of the mod – which includes the above mentioned Ord Mantell and Dvorn – wasn't a creative work in the very end. As mentioned on JKHub, the Jedi Academy engine has various limitations, and these can be a real headache, when you want to make something great, but you are restrained from using certain tools, like realistic trees, lot of grass or almost endless forest location.

This is the case with the last map in Chapter I, where you've got to explore the woods on a swoop bike. I changed this map several times over the years, sometimes starting from scratch over and over again (I think there were 5 versions in total). I also tried different methods to create the terrain, but it never ended in the planned version.

Currently, the map is being tested, while other parts of Chapter I are complete and even the bugs have been removed. This forest map was a difficult work of almost one year to figure out all the issues.


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