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MoonDog

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Posts posted by MoonDog

  1. You can model an environment and import it from a 3d package into any form of radiant as long as the model assets are a format that q3map2 can use and the texture paths are correct. 1.3.12, 1.4.0, 1.5.0 it doesn't matter...

     

     

    As for missing shaders, your radiant is configured incorrectly. Make sure the game path is correct for Jedi Academy. 

  2. I was able to load my map in codradiant, just no JKA-related things due to paths.

     

    I can't figure out where the preview is though.

     

     

    F8 for color based, no intensity preview. After that press ALT+CTRL+F8 to toggle maximum intensity light preview(highest quality most closely resembling how it will look in game)

     

     

    It might work okay to get a good idea of how certain lights are going to look for your JKA map. However cod lights are much better and have way more options. Leave the def of the light on light_point_linear. Leave the intensities on 1 and just change the radius.

     

     

    I'm having troubles remember how the lighting works in JKA, but I'm pretty sure the options are extremely limited. Just radius and color... Some one correct me if I'm wrong, but I believe the lights by default use an inverse square root formula to calculate falloff unless you specify it as linear.

     

     

     

     

    lol... just play with it till you see similar results.

  3. codradiant doesn't look to have any sort of preview. It royally kills itself when trying to get JKA working on it lol. :P

     

    I'm not sure what you mean. I've used Codradiant extensively. It has full sun and light entity preview. The .map structures differ too entirely for you to load a jka .map into it. I only suggested you should branch into other Radiants eventually. :P

  4. I haven't tried Radiant 1.6 as I mentioned once. But I used both 1.4 and 1.5. I can't say that I really like 1.5. in a sense of building a map. I miss some functions, that were originally quite time-saving in 1.4. So I prefer that version more.

     

    I can mention some differences as a mapper. For instance in 2d you could click on entity (like NPC or target_speaker, even under several layers of brushes) to select it. In 1.5. you will always select the closest brush.

     

    Texturing was easier for me there too. I could select one side of the brush and select the side of the second one, so that I could apply the new texture on the first one without looking for it in the list of textures or smth like that.

     

    There were some other things that I didn't like. However I might prove wrong, because usually most programs nowadays can be changed up to your taste.

     

     

     

    I used 1.6 for all my building and most texturing. For entity placement and model placement I used 1.5.0 because of the Maya style translation devices.

     

     

    In all seriousness though, all 3 are superbly inferior to other Radiants.

  5. Forgive me for being the sceptic, but isn't 30 maps a little too much? :P Especially if they're all reasonably sized.

     

     

     

    Yes. Even working 8 hours a day. Unless they have several people working on the same level concurrently. Which isn't as practical in JKA as it is in other editors/engines with modular assets.

  6. Lighting isn't my strong suit by any means. I'm trying to have a spot effect but not have everything else pitch black either.

     

     

    Try playing with different ambient values in the worldspawn. ex "ambient" "10"

     

    Using -bounce ought to help brighten it up just a tad as well. It's hard to notice, but it does. You can actually use -dump for each pass to get a better idea of how it's doing. (Places the radiosity lights into numbered prefabs. Not usually useful unless you are keeping light differences from exterior to interior sharp by importing and selectively deleting. Cool nonetheless for understanding how light is re-diffused off the surfaces)

     

     

     

    I wouldn't worry about it too much right now. Finish your geo and core design goals. ;)

  7. Thanks :) You mean the grass area, right? This is just for reasons to show how it's looking from outside :P But if you know how to handle such things, I would appriciate your adwise.

     

     

    Hey no problem. You can upload the .map some where and pm me the link. I'll mitre one half of it so you can see the difference and change the rest of it.

  8. Developing what?

     

    I stopped following Helical Games on facebook because every post I saw was about how many likes your page had, or how you guys were making your website spiffy, or search engine optimization, making your spiffy website pop up nearer the top.

     

    I only saw some concept sketches and a very rough low poly model in a long time of allotted development. Perhaps you'd be more interested in a machine for social networking and or advertising development?

    eezstreet and Futuza like this
  9. You could do all that without entering a 3d package. Select all your geometry composing the fireplace and save selected. Save it as whatever map name. Increase the scale of all geometry by 4 on all axis. The larger things are the easier it becomes to detail and align for an ase conversion. Building at that large scale, align all the textures and make favorable shapes from your image references.

     

    Run a bsp compile ---> ase conversion on that .map of the fireplace. Make sure you follow the usual steps for making an ase in radiant. (0, 0, 0 origin on grid, one structural brush etc...)

     

     

    Import as a misc_model with modelscale .25. Position, done.

  10. A.) trigger_always

     

     

    B.) target_relays with "targetShaderName" and "targetShaderNewName" keys. Obvious which one is which. Give all the relays the same "targetName". Give the trigger_always a "target" value of that same targetName you gave to all your relays.

  11. Bowcasters are pure energy weapons right? Maybe the few(few(few)) enemies you spawn with bowcasters would have a killswitch rigged up so that their pure energy weapon(bowcaster) would  explode upon their death. I'd do that if I were a space criminal sort. Be an interesting little danger mechanic to add to bowcaster carrying mercenary types. Maybe instead of a plain old explosion you could have it send off a bunch of the ricocheting shots. 

     

    I'd have no idea how'd you go about coding that though. Since you don't want all enemies that wield bowcasters to do that you could restrict that to a certain npc class you'd use until you introduce the bowcaster to the players inventory.

    Tempust85 and Bek like this
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