Tempust85 Posted August 18, 2016 Posted August 18, 2016 Pretty good seeing as you're learning on the job. I will say this though regarding the entire mod: The usage of brushwork instead of models for detail won't make these maps stand out from base JKA. I got real creative with DF2 mod levels but still, brushwork just looks like outdated crap in comparison. If anyone uses 3ds Max and is looking to export quality (by quality I mean custom normals to make your models "pop") MD3's, the updated exporters are out: https://jkhub.org/files/file/2982-3ds-max-md3-exporter-multi-version-pack/ yeyo JK and Bek like this
Circa Posted August 18, 2016 Author Posted August 18, 2016 (edited) Pretty good seeing as you're learning on the job. I will say this though regarding the entire mod: The usage of brushwork instead of models for detail won't make these maps stand out from base JKA. I got real creative with DF2 mod levels but still, brushwork just looks like outdated crap in comparison. If anyone uses 3ds Max and is looking to export quality (by quality I mean custom normals to make your models "pop") MD3's, the updated exporters are out: https://jkhub.org/files/file/2982-3ds-max-md3-exporter-multi-version-pack/Not really wanting it to stand out, honestly. If anything I want it to be on par with the SP maps. If people want to donate models for me to use, then by all means. I just want to make these levels become a reality. All the good mappers that do amazing mapping and modeling work are either long gone or are not interested in helping. So I'm doing it myself. Also, in my opinion, you can make things look really good in this engine, but it's still JKA. There's only so much you can do. I'm not about to try to make a map look like it does in Battlefront. EDIT: Is it possible to disable weapon pickups on a map? Or disable NPC dropping weapons upon death? I want my NPCs to have a variety of weapons, but I don't want the player to pick them up. Edited August 18, 2016 by Circa questionssss? yeyo JK likes this
Ramikad Posted August 18, 2016 Posted August 18, 2016 Is it possible to disable weapon pickups on a map? Or disable NPC dropping weapons upon death? I want my NPCs to have a variety of weapons, but I don't want the player to pick them up. I'm not sure if it's possible through scripts, but a way to achieve this would be to put a system/nodrop on the floor. Potentially, taller system/nodrop or even submerging the whole map with it might prevent any weapon from being dropped.
Circa Posted August 18, 2016 Author Posted August 18, 2016 I'm not sure if it's possible through scripts, but a way to achieve this would be to put a system/nodrop on the floor. Potentially, taller system/nodrop or even submerging the whole map with it might prevent any weapon from being dropped.That just made the dead NPC disappear completely. Perhaps @@therfiles knows of a way through scripting? Not sure how it would even work through script though. If it were a setting, it would make more sense to be a cvar or a key in worldspawn.
Tempust85 Posted August 18, 2016 Posted August 18, 2016 I think I had to code it for the gamorrean axe I put in for df2 mod. There might be a way through scripts, not sure.
Ramikad Posted August 18, 2016 Posted August 18, 2016 That just made the dead NPC disappear completely. Perhaps @@therfiles knows of a way through scripting? Not sure how it would even work through script though. If it were a setting, it would make more sense to be a cvar or a key in worldspawn. Another way is to painscript the NPC to check their health and remove the weapon when it's too low (near death), I'm not sure if it will work on simple deathscript.
Circa Posted August 18, 2016 Author Posted August 18, 2016 Another way is to painscript the NPC to check their health and remove the weapon when it's too low (near death), I'm not sure if it will work on simple deathscript.Eh. That would look goofy. Best case scenario is to just disable weapon pickups. Maybe I'll see if we could have that as a cvar in JKE (which this mod will be using).
therfiles Posted August 19, 2016 Posted August 19, 2016 Hmmm. I'd say removing weapon pickups is your best bet. And then making some scripted weapon pickups when you need them. I'm not sure if this would work but the death script idea is a good one. Change the weapon to none and then bolt the model of the gun to their hands, faking it a bit. I'd have to play around with it to be sure. Ramikad likes this
Bek Posted August 19, 2016 Posted August 19, 2016 I know that in base jka, any npc that wields a blaster pistol doesn't drop the pistol when killed. I'd look at that code and see if you could emulate the same for specific npcs.
Circa Posted August 19, 2016 Author Posted August 19, 2016 Yeah, I'm sure it would be a simple thing to implement code-wise. Just a matter of adding it to the long list of requests for JKE.
Circa Posted August 22, 2016 Author Posted August 22, 2016 Started the second part of this mission: the Womp Rat Cave. DTIII, Śăļvõö, therfiles and 1 other like this
Archangel35757 Posted August 22, 2016 Posted August 22, 2016 You need to create this cave as a 3D model and not brush work because it's too obvious and doesn't look believable as a realistic cave. Do you have a crude layout for what you want this cave structure to look like and the passage flow?
Circa Posted August 22, 2016 Author Posted August 22, 2016 Guys, I'm not modeling these maps. :/ I know it would look better IF I had more skill in 3D modeling to do it that way, but I don't. Like I said, this is JKA, not a modern game. I'm just wanting to get it up to par with the SP maps, if at all possible. MagSul, Jeff and therfiles like this
Ramikad Posted August 22, 2016 Posted August 22, 2016 Started the second part of this mission: the Womp Rat Cave. On a more serious note, you could VASTLY improve the looks of it making a simple brush tri-soup, say, 3 couples for side, plus one, or to improve the effect further, two to create the ceiling. A quick example of what I mean:
JAWSFreelao Posted September 25, 2016 Posted September 25, 2016 Pardon the bump Circa. How are things?
Circa Posted September 25, 2016 Author Posted September 25, 2016 No progress. I'd have to redo the whole thing if people are wanting what Ramikad posted.
Langerd Posted October 10, 2016 Posted October 10, 2016 No progress. I'd have to redo the whole thing if people are wanting what Ramikad posted.Well...Everyone is busy i think .. I had 4 month vacation but now i am in Japanese Computer - Technic School (With elements of Art etc) But I must say - I have never worked in a group while modding. So.. why not to try? I can help with this project mostly because i like the idea and it is SP (i am not MP player.. and maker...So pls.. dont ask me making mods for mp) Just tell me what to do and i might be able to do it (STARTING MAKING THE BARGE..for example X) ) Circa likes this
Circa Posted October 10, 2016 Author Posted October 10, 2016 Well...Everyone is busy i think .. I had 4 month vacation but now i am in Japanese Computer - Technic School (With elements of Art etc) But I must say - I have never worked in a group while modding. So.. why not to try? I can help with this project mostly because i like the idea and it is SP (i am not MP player.. and maker...So pls.. dont ask me making mods for mp) Just tell me what to do and i might be able to do it (STARTING MAKING THE BARGE..for example X) ) I was referring to my map in this thread. If you want to take a look at what I did, you could improve it greatly I'm sure. It should probably be redone completely. But yes, you have the sarlaac map to do. Smoo likes this
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