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MoonDog

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Everything posted by MoonDog

  1. You know you can rightclick the LucasArts folder, go to properties, and unclick the Read-only box right?
  2. Why? You don't like syntax highlighting and function collapsing?
  3. I think those had something to do with Star Trek: Voyager - Elite Force
  4. Do you have a combat mock up available for testing yet? Do that ASAP. Send it to me.
  5. I like it, looks very much more like Tatooine. I just have an issue with some of the play space being a tad dark for combat. That's about it though. I like the obviously modeled buildings. Nice touch, organic flowing shapes.
  6. 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.
  7. MUG's videos most likely. He forces the whole 1.3.12 thing.
  8. It took my roughly 2 weeks, working a couple hours every other day to learn to do all that and more.
  9. It looks exactly like the shader remaps that Sword did on his FFA3 entity mod years before either of you touched an entity...
  10. 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.
  11. That's all that matters.
  12. Only if Mark Hamill does his joker voice may he return.
  13. Fuck. Now I have to watch the Wrath of Kahn.
  14. Read the title.
  15. 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.
  16. 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!
  17. 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. :\
  18. 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.
  19. lol@fluent at drag and drop scripting. That's like saying "I'm fluent at breathing."
  20. I wasn't entirely referring to the texture.
  21. Floors and ceilings are looking a little same-y. Other than that good work so far.
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