UrtJumpers - CMM Jump mapping - Progress report
Re: UrtJumpers - CMM Jump mapping - Progress report
gold! pirate gold! :p
- johnnyenglish
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Re: UrtJumpers - CMM Jump mapping - Progress report
Aye - pirate gold
Or more accurate, aztec gold from the first movie.
I haven't made this properly yet, the coin you see is just a temporary one.
Or more accurate, aztec gold from the first movie.
I haven't made this properly yet, the coin you see is just a temporary one.
- johnnyenglish
- Space cake
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Re: UrtJumpers - CMM Jump mapping - Progress report
Spent a day on this - probably needs 2 more days to make it better
Re: UrtJumpers - CMM Jump mapping - Progress report
make the walls more interesting.. some holes in it .. some stuff on it and make it all non-solid. the jump can then be made with playerclip or similar
Re: UrtJumpers - CMM Jump mapping - Progress report
Caves look like simple brushes right now, with 3dsmax you can make it look much better. Look at Happy's cave in Exhibition, looks great.

- johnnyenglish
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Re: UrtJumpers - CMM Jump mapping - Progress report
1st Required progress report - deadline 2nd Feb
As I've been posting on a regular basis I've decided to keep this pretty short but use a lot of pictures to tell the story so far.
Early on I decided I needed a whole load of models and stock sections. I'm not a fast mapper compared to some but I do work sparingly. If I need an object twice, I'll generally convert it to a model.
Models can be complex objects made with a modelling app or brushwork that is repeated, I'd rather drop a model into a map, scale it, rotate it and forget it than fight with a selection of brushes which I know will break apart if I rotate them or scale them.
Basic spawnroom
Spawn room with models
Models tend to be pre-textured and that can save a lot of time.
The biggest drawback until recently was that models often need to be clipped to prevent a player walking through them but now we have gsigms model clipping tool I can simply run the clip scripts at compile time to create a seperate map that is compiled while I continue to work on the none clipped version.
If you have no idea what I'm talking about read this....CMS model clipper
Very early on, first day I made lights, barrels and other props, I still have a large list of these to make and the originals will probably get re-made before the end, thats another advantage of using models, you can make a version 1 - place them in your map and when/if you feel inclined - make a better model later - it's going to get updated the next time you compile your map.
FOR URTHD
As part of the event specified that mappers should aim to make the jump map with urthd in mind I decided to include the new gametype, jump training.
There is very little official information about this and as yet FS haven't released any detailed information about the entities. Some maps have been made which include this mode so I based my version on those.
The aim of jump training mode is to capture all the crystals for your team, when all crystals have been collected the game ends. In order to make this work in my map I'll include "runs", ways to pass jumps in order to gather crystals in other parts of the map.
So, a team may split up with members concentrating on collecting a specific or set of crystals -
Here's a test with 1 crystal, I'm really sorry it took me so long to climb up, the screen recorder was making everything jump (I was running 2 screen recorders)
TEXTURES
Been making, finding and improving my textures as I've gone along - I tend to work initially with quite large images eg:
I've also included normal maps and bump maps, there's a lot of information about making and using these in the wiki.
JUMP 1
Most of my time has been taken making jump 1 - the showcase jump. It's very simple - 3 layers of aztec coins in 2 rows - progressively they curve as the jump progresses so that the last (top) jump requires you jump a 40 degrees arc.
A lot of low detail models were used to create a busy town, I also used a skybox to add roofs and high up models.
The basic jump looks like this
The skybox was created below the map and includes more simple models - a couple of lights and the skybox entity
TO DO
Lots of work remain, painting models, remaking models, making a complete sky - detailing of all jumps.
Hope you enjoyed my first report.
As I've been posting on a regular basis I've decided to keep this pretty short but use a lot of pictures to tell the story so far.
Early on I decided I needed a whole load of models and stock sections. I'm not a fast mapper compared to some but I do work sparingly. If I need an object twice, I'll generally convert it to a model.
Models can be complex objects made with a modelling app or brushwork that is repeated, I'd rather drop a model into a map, scale it, rotate it and forget it than fight with a selection of brushes which I know will break apart if I rotate them or scale them.
Basic spawnroom
Spawn room with models
Models tend to be pre-textured and that can save a lot of time.
The biggest drawback until recently was that models often need to be clipped to prevent a player walking through them but now we have gsigms model clipping tool I can simply run the clip scripts at compile time to create a seperate map that is compiled while I continue to work on the none clipped version.
If you have no idea what I'm talking about read this....CMS model clipper
Very early on, first day I made lights, barrels and other props, I still have a large list of these to make and the originals will probably get re-made before the end, thats another advantage of using models, you can make a version 1 - place them in your map and when/if you feel inclined - make a better model later - it's going to get updated the next time you compile your map.
FOR URTHD
As part of the event specified that mappers should aim to make the jump map with urthd in mind I decided to include the new gametype, jump training.
There is very little official information about this and as yet FS haven't released any detailed information about the entities. Some maps have been made which include this mode so I based my version on those.
The aim of jump training mode is to capture all the crystals for your team, when all crystals have been collected the game ends. In order to make this work in my map I'll include "runs", ways to pass jumps in order to gather crystals in other parts of the map.
So, a team may split up with members concentrating on collecting a specific or set of crystals -
Here's a test with 1 crystal, I'm really sorry it took me so long to climb up, the screen recorder was making everything jump (I was running 2 screen recorders)
TEXTURES
Been making, finding and improving my textures as I've gone along - I tend to work initially with quite large images eg:
I've also included normal maps and bump maps, there's a lot of information about making and using these in the wiki.
JUMP 1
Most of my time has been taken making jump 1 - the showcase jump. It's very simple - 3 layers of aztec coins in 2 rows - progressively they curve as the jump progresses so that the last (top) jump requires you jump a 40 degrees arc.
A lot of low detail models were used to create a busy town, I also used a skybox to add roofs and high up models.
The basic jump looks like this
The skybox was created below the map and includes more simple models - a couple of lights and the skybox entity
TO DO
Lots of work remain, painting models, remaking models, making a complete sky - detailing of all jumps.
Hope you enjoyed my first report.
Re: UrtJumpers - CMM Jump mapping - Progress report
Pretty nice report!
Lovely idea with the jump training!
Good luck!
Lovely idea with the jump training!

Good luck!
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

- johnnyenglish
- Space cake
- Posts: 898
- Joined: Wed Aug 17, 2011 9:23 am
- Location: Nottingham, England
Re: UrtJumpers - CMM Jump mapping - Progress report
I've quietly been joining all the seperate parts of the map together, yesterday after spending a good few hours connecting up the sections I realised I'd forgot to add an important jump - in the center of the map so I decided to start again.
6 Areas - or jumps zones comprising 20 individual jumps - a spawn area, secret room and a couple of flags -- phew.
All I have to do now is start the massive job of re-texturing - making models and tweaking the jumps.
6 Areas - or jumps zones comprising 20 individual jumps - a spawn area, secret room and a couple of flags -- phew.
All I have to do now is start the massive job of re-texturing - making models and tweaking the jumps.
- johnnyenglish
- Space cake
- Posts: 898
- Joined: Wed Aug 17, 2011 9:23 am
- Location: Nottingham, England
- johnnyenglish
- Space cake
- Posts: 898
- Joined: Wed Aug 17, 2011 9:23 am
- Location: Nottingham, England
Re: UrtJumpers - CMM Jump mapping - Progress report
Now all the map parts are joined I've started to make a world skybox for the map using 3ds max
Basically it's going to be some mountains (where the caves are) and some sea --- with ships
I've not added any sea yet, still laying out the mountains
and in game it's starting to look realish
Basically it's going to be some mountains (where the caves are) and some sea --- with ships
I've not added any sea yet, still laying out the mountains
and in game it's starting to look realish