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CaptainCrazy

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Everything posted by CaptainCrazy

  1. Yes but as i stated in a different post i wish to make it so that maybe 80% of the map be made from prefabs (kinda like a lego set of building parts, windows, etc.) so i don't want to not be able to go through a doorway lol
  2. Reeeally sorry about this but wasn't there a command or something that makes GTKRadiant detect the custom collision geometry of the model? I can't quite remember xD
  3. Looks good so far and the story seems solid too
  4. I could re-scale in GTKRadiant but it's not too useful when it comes to snapping it to the grid so I'd rather do it this way. Guess I'll need a .GLM importer for 3DS then
  5. Nooo i don't want it for rigging i just want it as a size reference so that i can make props to the correct scale. Don't want chairs and such being giant compared to the player I'll check out them links!
  6. Well i intend on making some myself as well in the near future The only thing that still remains a mystery are shaders, but I'm sure i can find something on them lol. How tall is a standard character model, 2 meters? If so i can just scale a Source biped to that height and use it rather than pull one from this game. There are tutorials for Quake III and COD and it can kinda be used on JKA since it's the same engine but it'd be nice to have tutorials dedicated to JKA. One thing that I'd like to see is maybe a lightsabre hilt creation tutorial. Not really the modeling because that's piss easy but more the stuff after that like shaders to make parts look metallic and such. I tried it myself a few months back but then encountered the shaders problem.
  7. Thank you SO much!!! It's weird because i had tried the exact same method that you just demonstrated but the only thing i didn't do was leave the UVW Unwrap modifier on the stack and just exported it without it. Going to try a few more models to be safe To be honest I've been pondering as to why there aren't more tutorials like this on the internet... If anything i think it kinda hinders and slows, even stops, more creativity. Just look at Source Engine, lots of tutorials, lots of custom content by players but this hardly has any tutorials and i think it puts people off. It's funny how one little thing can mess the whole thing up but, in the words of Dane Clark "YOU LIVE AND YOU LEARRRRN!" xD **Side note** Do you use any reference character models to make props? I like to be accurate and want to now make some awethum (yes i spelled it like that) stuff for the community!
  8. I've tried .ASE, .3DS, .OBJ and .MD3 I suppose i could try XSI but seems like a long winded process..
  9. Are you talking about what i need to put into 3DS Max material editor? Thinking about making a video to show my process in order to show it better lol.
  10. How would i upload the folder structure? xD
  11. *stares down at conversation then steps back into shadows grinning to himself*
  12. I tried the .MD3 plugin from this wibesite but it just flips the faces in Radiant. I've tried .3DS, .OBJ, .ASE and all have the same problem. Unless this is the wrong directory which just occurred to me xD C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\models\map_objects **EDIT** Nope it just keeps telling me that there's no shader... Both my model and texture are in: C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\base\models\map_objects\Pillar My texture, in 3DS is: models/map_objects/pillar/pillar.tga Surely the / and \ difference doesn't matter right?
  13. I always try to work things out for myself but it gets to the point where you just need to ask for help even after looking on Google. I'm just working with a simple box for now so that i can get the hang of trying to get a simple UV/textured model into the engine. The problem is that i can't find any good info on how or where to put the textures. The models are easily found but the texture path only points to one directory and, from what I've read, the model needs to reside in that same directory. Heck i don't even know how to make shaders for it, i know how to modify the 'models.shader' file but that's about it. Does anybody know of a moderately good tutorial demonstrating this workflow? I don't even care about it being a different piece of software other than 3DS, it's mainly the texturing part that i need to work with. I'm also using Radiant 1.5 as i can't seem to get 1.6 to work properly the models don't even appear, same thing for 1.4 I'll keep trying to work it out for now lol. I swear that once I've worked it all out I'm going to make a video tutorial to at least make sure i have reference xD Thanks!
  14. Been using 3DS Max for 9 years and that's what i intend to use for this lol.
  15. Models, pre-snapped to grid, that i can place onto brushes and such. Say you have a brush the size of a house and then you have models of windows that snap to the grid. You'd use them to make the house look better rather than use brushes or textures. I think there's another word for it but i forgot it xD
  16. I know that but i meant in general, even in the modeling software. In-game it'll look pixelated and almost blurry. Btw is anybody closer to the whole normalmaps creation yet? I remember somebody saying ages ago that they were working on it but seems, well, impossible.
  17. I dabbled in it a little when i was helping with that Galaxies mod. Just concerned that things of such size will yield terrible results when it comes to texture scaling.
  18. Pretty sure i asked this before but i think it was for Hammer and not Radiant. So say i want to use prefabs instead of brushes to make buildings. Is that a bad idea? Like making sure that my prefabs snap to the grid and such then putting them into Radiant and such to make maps when needed. I obviously don't want to lag the map out with a lot of models and such xD
  19. Almost gives it a "darker" feel. Sounds good!
  20. Oh yeh i get what you mean now! It kinda makes me think of massive battleship guns blazing off xD Will see what i can do lol. Wait isn't this just that? xD Listening to it it's such a fantastic composition, so many layers! I kinda like it because it follows a 3 beat rather than a traditional 4 beat. You don't really get that in songs, well i see Zimmer do it a lot in his music but blah. https://www.youtube.com/watch?v=MS9lb-XIFTY Little side note.. I used to love making video montages with this particular song but got sick of Youtube removing them
  21. Would be nice, but as a musician myself, i know it can be hard to do lol.
  22. I always did love that game, often thought about re-making it on a better games engine but maybe later lol. Anyhoo my fav song in said game is The Port of Adia (the first level). I stumbled across this today and i thought it was pretty freaking awesome for an "amature" orchestra (i say amature because i didn't know what else to call it lol.) https://www.youtube.com/watch?v=Tz-QMgIU0B8 My brain works so weird though, i was listening to it then at 2:00 on the time line i imagined these heroes in WW2 charging through battlfields under heavy fire for the sake of the world. I suppose it's because of the French horns and such lol. But i can also see an epic Star Wars battle or a Jedi duel or something, them damn French horns and brass sections!!! *waves fist in the air* You know, that like truly epic battle for the sake of everything that matters, chaos and destruction, fighting with everything you have. I have an over-active imagination, gave myself goosebumps xD Hope you like it!
  23. Posted this a while back but i figured I'd post it again for our newer members! This is why Obi-Wan is my fav Star Wars character!!! This video and song really describes him. In this video when he rolls his lightsaber at 2:07, it's so epic!!! Sorry but, to me, Obi-Wan is a legend... https://www.youtube.com/watch?v=XrVCKfKQ04o
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