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MoonDog

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Everything posted by MoonDog

  1. I'd recommend using one trigger_always and then a bunch of target_relays instead of a huge amount of triggers. Example: { "classname" "trigger_always" "target" "shader_relays" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" } { "classname" "target_relay" "targetname" "shader_relays" "targetShaderName" "textures/shader/shader" "targetShaderNewName" "textures/shader/thisHasToBeAShader" }Other than that I'd check the files on your server. Do you have two versions of the bsp in the same pk3? Do you have a different version of FFA3 in a different PK3 that is alphabetically senior? If so, get rid of them. Place your version of FFA3 in a fresh PK3 following the correct file path to reflect the original. maps/mp/ffa3.bsp. Ensure that your pk3 is loaded last by adding a bunch of Zs to the file name. I usually just do z_myMapMod.pk3. (You really only need to ensure it's loaded after assets*.pk3 to overwrite the original ffa3. You could do b_fileName if you wish.)
  2. It's a discourse of opinions and a discussion about the morality of blatantly ported assets until some one cries, or using all their lives and must use a continue. That is when it becomes an argument. Might be easier to just split the thread into a new discussion.
  3. You should provide links pertaining to information regarding Path of Destiny for people who don't know what it is. That way there's a good frame of reference for what you mean. (I have no idea what Path of Destiny is because I live in a cave.)
  4. This rule does appear to be selectively followed. Example: The JK Outcast rip thread is lauded and acceptable, because apparently it has a "cool" factor that justifies overlooking grossly ripped copyrighted content. As eez pointed out, there are models and or maps that use ripped sounds and or clips from movies. Another example of something being okay if it's "cool" enough, or held up on a pedestal by the sycophantic masses that occupy the JK scene..
  5. Only if it is the Thriller era Jackson.
  6. Reminds me of the old Half-Life mod, Ricochet.
  7. Did you try this? http://bit.ly/1cZtIIM
  8. If you need to have a piece of brushwork and patches be able to be a modular asset that you can rotate, it's best to compile that object into an ASE and use it as a misc_model. You'll create a lot of clip brushes with autoclipping. It's best to clip the object as simply as possible manually, using as few brushes as possible. Autoclipping will take every triangle in the model and create a clip brush.
  9. I used to use this: http://jkhub.org/files/file/1424-jka-font-mod-typomoderno-by-renegade/
  10. A patch mesh is not a volume. It is a plane that has no effect on vis either way, and therefore it does not matter whether or not it is structural or detail. Unless you mean he has taken a brush and clipped into a cylinder of course. Be careful with free rotation. Also, do not touch CSG subtract. Ever. Like Szico says.
  11. MoonDog

    New Staff Member

    It's funny that his last status update has something to do with his previous staff tenure.
  12. Maybe for mapping specific visual errors and inefficiencies. I wouldn't worry about testing with strictly other mappers otherwise. About anyone can tell whether or not something is fun. You just have to worry about them being able to articulate as to why. (Isn't as easy as it sounds most of the time.)
  13. Then you should get a test pk3 going around asap before you start doing any detailing. Gameplay --> Feedback on Gameplay --> Iterate on feedback --> Test again --> Repeat as many times as necessary --> Detail, art and lighting Don't want to have to go back and try to modify a ton of brushwork when something turns out to be "not fun".
  14. TFU was terrible though. As long as you count on new SW games being as bad as TFU, it could be safe.
  15. I think a new Battlefront + new movies coming out might generate more traffic on the Battlefront games than it would here.
  16. NAH REALLY? TANKX FUR BING HERE TO POINT DEH OBVIOUS 4 ME
  17. It's a Tamagotchi conference! They are all playing Tamagotchis and trading them.
  18. I need to watch the original trilogy again. It's been a while. Would be the best place to get your references from though.
  19. It's very difficult logistically and financially to develop /release mod tools to support a modding community around a title these days.
  20. Here are some references. Everything seems to be really curvy in Bespin now that I actually look. They definitely have a fungal growth motif going on. You may not care at all about aesthetic accuracy or frill, but that's all I can offer advice on when I have nothing but screenshots though.
  21. If you have a test pk3 available, I'd be happy to give feedback from a play perspective. From the screenshots, I'd say the following problems are: -Texture alignment -Texture mapping on the patches( Looks stretched on some ) -Everything is really blocky. I'd do some patchwork on various buildings to replace the brushwork. If you plan on keeping those very angular faces on your shapes( the buildings ), I'd recommend providing vertical aesthetic geometry where the planes meet, both to break up the textures and to provide some aesthetic diversity to the architecture.
  22. I am looking forward to a new release of JKG eagerly as well.
  23. Are you even trying to ask for permission before you are hosting those?
  24. This is a third person action game however, so that is a constraint that needs to be considered when designing spaces in this game.
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