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Posts posted by MoonDog
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Thanks it looks useful
No more notepad++...
Why? You don't like syntax highlighting and function collapsing?
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I think those had something to do with Star Trek: Voyager - Elite Force
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Do you have a combat mock up available for testing yet? Do that ASAP. Send it to me.
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You don't need the internet. Pick apart the scripts that came in the pk3s, look through the entity list that comes with gtkradiant in base/scripts. Look at sample maps. Extract ents from other maps.
My point is you'll be a lot better at it once you figure things out for yourself.
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Because it was the only version that could get past the LucasArts read-only files.
Que?
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MUG's videos most likely. He forces the whole 1.3.12 thing.
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Hey, its not as easy as it sounds and it would be much simpler if someone told me that way I can learn it better. Besides, do you know how long that would take? Longer than it would to make my own. I doubt I can find all the info I need from digging into other maps. That's why I posted here for help. I learn from others not from files. I learn by asking questions and that makes you a stronger modder.
It took my roughly 2 weeks, working a couple hours every other day to learn to do all that and more.
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It looks exactly like the shader remaps that Sword did on his FFA3 entity mod years before either of you touched an entity...
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That's all pretty basic stuff. I'd say dig into stock scripts and scripts from other maps and learn how to do it yourself. Look into all the entities as well, and how they can be chained.
I could tell you how to do all of that, but you REALLY should learn it on your own. You'd be a stronger modder.
Mysterious Stranger likes this -
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Only if Mark Hamill does his joker voice may he return.
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Fuck. Now I have to watch the Wrath of Kahn.
Futuza likes this -
Read the title.
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Hey! It still requires the user to put things in a logical, correct syntax which dictates the need for variables, parameters, and other global properties. Sure, the vehicle of the language may be accessible via a "drag and drop" interface, but it still requires amble amount of skill and knowledge. Also, I suppose you could write it without Behaved, but that would be silly! Why use an inferior tool (for example: MS Paint) when you have a more user-friendly one (GIMP). Especially when you get into complicated, nasty, nested loops and such, having an easy to use program to sort it out for you is a lifesaver!
I never said you should make Icarus scripts in notepad. The drag and drop model may be a "lifesaver" but Icarus is an extremely weak scripting language.
eezstreet likes this -
I like it. Seems better put together than the other ones. I'd have to test it myself to give you more detailed feedback and criticism.
Good work!
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Basically adding random realistic human elements enhances any map. Well almost any map.
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I had one. IP.Board butchered it. It was never fixed, and I had no interest in spending hours fixing something simply because I wanted to edit a post to add spoiler tags. :\
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Oh, well then I'll answer with I'm not an architect. However, its a just a station sitting on a waste of a planet. Its utilitarian and not going to be designed for every square foot to be some awe inspiring view. Its just a pre-fab-esque station that serves its purpose for what these people use it for.
Most level designers are not architects. Most level designers haven't taken any architecture classes.
*edit*
Let me help you iterate. Ask yourself some questions and then add as you see fit.
-How is power transfered? Wires, pipe runs, embedded transformers, etc..? If there are wires and pipes, how are are they ran?
-Clearly this environment should have allowances for the human element. How is fresh water/sewage/waste water routed? Are there latices on the floor that cover pipe runs? Does your ducting have logical end points? Are these elements consistant?
These are simple questions you can use to enrich your environment.
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lol@fluent at drag and drop scripting. That's like saying "I'm fluent at breathing."
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I'm still going through floor textures. Its just easier to put the same stuff everywhere. The hallways are going to have the floor texture that is in the first & second shot. Same with the basement. The warehouse will have a different one as with the areas of interest or rooms or whatever. I'm actually trying to find textures to add online but most of the free usable ones I've come across are very clean looking.
I wasn't entirely referring to the texture.
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Floors and ceilings are looking a little same-y. Other than that good work so far.
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Well, theres a lot of features of newer games and engines that obviously are fantastically superior to JA
I know. I used to use GTKRadiant and make stuff for JKA. I like to rattle JKA mappers cages from time to time by reminding them of how inferior the mapping is to newer stuff.
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Good tutorials. You know what I like about codradiant? Terrain meshes. Manipulate and shape them however you want without bothering with quad soup or tri soup. Want to alpha blend? Copy and paste the mesh, select the alpha texture, select the vertices and manipulate the alpha values right there in the editor, seeing your blending in real time.
ahhhhhhhhhhhhh. So good.
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You know you can rightclick the LucasArts folder, go to properties, and unclick the Read-only box right?