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Everything posted by MoonDog
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Are you referring to how CoD checks contents and dependencies and then builds the fastfile? Yeah, this isn't CoD. You'll be manually packing your PK3. It helps to have a second, completely clean installation of JKA for this process. That way you'll know if you are missing anything. It's best practice, however, to keep your folders well organized; following a coherent naming convention in the base folder. That way it becomes super easy, and far less stressful to pack up your map. #beentheredonethatlostsomesanityalongtheway
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Mappers: What editor/version do you use, and why?
MoonDog replied to Boothand's topic in General Modding Discussions
http://upload.wikimedia.org/wikipedia/commons/6/63/Quake_-_family_tree.svg -
er...? http://japp.jkhub.org/ Some reading will be required. I'm sure Raz0r will eventually add a disclaimer.
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You can't connect those dots on your own? Isn't it obvious?
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No it's not... They produced very few of their own assets. Everything else is ripped straight out of the JK assets.
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An AI should flinch every time you walk by. If it isn't, you clearly aren't abusing it enough.
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U.S.S. Enterprise-D (NCC-1701-D)
MoonDog replied to Merek's topic in Jedi Knight General Discussions
A level goes through a fuck ton of regular block in geo work before anyone in art even comes close to touching it. So yes. Block the damn thing out in Radiant. Show some work. Then people will be like, "Oh, the project is moving forward. Maybe I will contribute!". Whatever else happens with who you find to art the level, it still needs to be a really good block out FIRST. -
I ran two different servers, one Linux and one Windows that worked perfectly fine on JA++ server side. I used the JA++ client side exclusively when I played. I had to do a bare minimum of compiling. So yes, I can agree that it doesn't work when subject to massive amounts of user error. Otherwise, no to whatever else you are about to assert.
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I need someone who knows his way around scripting!
MoonDog replied to Rooxon's topic in Mod Requests & Suggestions
You aren't a girl yet! I support your dream though. -
SP Map: Getting an NPC to hold a key that unlocks a door?
MoonDog replied to Dusty's topic in Modding Assistance
Fuck me said paragraphs. -
A good place to learn how to make shaders?
MoonDog replied to CaptainCrazy's topic in Modding Assistance
He phrased it precisely in such a manner that one would label as, "proper"... Stop being obtuse. This manual is a bit better. http://q3map2.robotrenegade.com/docs/shader_manual/contents.html. Do as wonko said. Then start looking at the various shader files that came with the game, or shader files from experienced community modders. Dissect them, use the manual as a reference. I get the idea when you ask questions, you expect to be hooked to the matrix and inherit the knowledge. Some work will have to be done on your part... -
Can get models into GTKRadiant easily but not textures!
MoonDog replied to CaptainCrazy's topic in Modding Assistance
This ^ Also, you'll need to oversize some things like hallway heights and door frame measurements to accommodate the 3rd person camera. -
Can get models into GTKRadiant easily but not textures!
MoonDog replied to CaptainCrazy's topic in Modding Assistance
This is not most engines. This engine is a really old modification of another really old engine. You are not going to be able to just make a collision mesh in the 3D package and have it work. You'll either have to manually clip the models in Radiant, (which I highly recommend you do.), or use Q3map2's automatic clipping for the models. (I highly recommend you do not do this. It takes every tris in the model and makes a clip for it. ) You need to understand how a .map is built into a bsp. How vis works, etc... You can make your aesthetic, environment art completely out of Radiant brushes and patch meshes. Or you can model a vast majority of the aesthetics. Which method you choose is irrelevant. Either way, you are going to need a structural hull that seals the playable space. This hull could be entirely made out of caulk brushes, or certain simple brushes in your aesthetic "layer". The difference being, if you are more comfortable/know how to use a 3D package to make environment assets you can and should. If you are more comfortable making everything out of Radiant meshes and brushes, you could. There are differences in terms of lighting/seams etc.. but those differences are in technical land. -
Can get models into GTKRadiant easily but not textures!
MoonDog replied to CaptainCrazy's topic in Modding Assistance
What "purpose"? It doesn't matter in which way you choose to make the level, you are going to need a structural, sealed hull. -
Can get models into GTKRadiant easily but not textures!
MoonDog replied to CaptainCrazy's topic in Modding Assistance
I haven't worked with 3DS, so someone else will have to weigh in on that. However, considering your work flow, I think it's a good thing you are using 1.5 instead of 1.6. A majority of what you are going to be doing sounds like model work. 1.5 has translation and rotation gizmos similar to some 3D engines. Makes it SO nice for placing models. -
Props/prefabs vs. brushes, pros and cons?
MoonDog replied to CaptainCrazy's topic in General Modding Discussions
You could pretty much make your entire level in 3DS if you want. You would then use Radiant to place your assets, obviously, and then setup collision/visibility with a well made caulk hull. Then proceed to hint brush the level as needed to improve it. -
Props/prefabs vs. brushes, pros and cons?
MoonDog replied to CaptainCrazy's topic in General Modding Discussions
ASE models. You make BSP, compile it and then convert it into an ase to be placed as a misc_model. GTKRadiant prefabs are a bit weird in how they work. It basically just copy pastes the prefab geometry into the map you have open. CoD radiant allows you to actually insert a prefab entity that you can rotate and move however you wish. Then you can dive into the prefab and edit it freely. Your best bet is going to be ASE models. Or if you are so inclined, getting a 3d package like blender and making assets in there. -
Props/prefabs vs. brushes, pros and cons?
MoonDog replied to CaptainCrazy's topic in General Modding Discussions
Why would models "lag" your map out? Whatever you put in there is going to draw tris. You aren't getting something for free either way. Doesn't matter if you use 99 percent models and 1 percent BSP or vice versa. Optimization happens through smart layout/vis, and doing what you can do reduce tris counts on complex objects. Eliminating unnecessary faces, reducing complexity on objects etc... Also, do define prefab. Do you mean CoD style prefabs? Because that is not how the GTKRadiant do. The GTKRadiant just stamps geometry directly in. What are you trying to achieve? A set of objects that you can place in and rotate freely? Do you mean .ase models? -
SP Map: Getting an NPC to hold a key that unlocks a door?
MoonDog replied to Dusty's topic in Modding Assistance
Doesn't work in SP -
SP Map: Getting an NPC to hold a key that unlocks a door?
MoonDog replied to Dusty's topic in Modding Assistance
I'll take your word for it. I have neither of these games installed, nor do I have the source code on this machine. -
SP Map: Getting an NPC to hold a key that unlocks a door?
MoonDog replied to Dusty's topic in Modding Assistance
The AI he uses is completely up to him. Note I put 0 0 0 as origins in my examples, but obviously he's going to replace those values with "what he needs". -
Companies love modder applicants with a lot of different talents too
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SP Map: Getting an NPC to hold a key that unlocks a door?
MoonDog replied to Dusty's topic in Modding Assistance
Class and rank is completely irrelevant. Any NPC should work with a misc_security_panel. A more difficult NPC is advisable though. Adds a bit of extra challenge. Not much though. It's pretty weird how they implemented this mechanic. It's not exactly... flushed out in my opinion. -
SP Map: Getting an NPC to hold a key that unlocks a door?
MoonDog replied to Dusty's topic in Modding Assistance
Yeah, if you have a group of brushes you turn into a func_door, selecting them individually isn't necessary. You are working harder than you have to, lol. -
U.S.S. Enterprise-D (NCC-1701-D)
MoonDog replied to Merek's topic in Jedi Knight General Discussions
lol... ? Okay then. I'll entertain this fantasy.