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MoonDog

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Everything posted by MoonDog

  1. A lot *could* be done with advanced entity modding on existing SP levels. I think this would be a major waste of time anyway though. You can put a hat on a pig, but it is still a pig. Icarus is much too weak to script anything approaching good combat. Also, the waypoint/combat point system and AI is atrocious. Pretty much, SP is a wash in terms of revamping the shipped levels. Especially since the source map files are not/will not be in circulation. When I played JKA, I loved alternate game modes like Siege and CTF. I was never "pro" at either, but I still had the most fun there. I would definitely play again if I saw CTF expanded on and popularized. Fresh levels would be good too. Only if they are very well designed ASYMMETRICAL CTF levels. Many of the custom levels that claim to support CTF are very very very very shitty CTF maps. You can't just slap a couple of fucking flags in a level.
  2. @@eezstreet. I'm certain you know how vain it is to help someone perpetually plagued by user error, stubborn stupidity, and downright unwillingness to read. Nod, smile, move on.
  3. This thread can teach you a great deal. http://www.quake3world.com/forum/viewtopic.php?t=3620
  4. You'll need to script it. http://jkhub.org/tutorials/article/148-icarus-scripting/page-3
  5. That is an inefficient way to do visability for a level. It will end up being an FPS and entity nightmare later. Before you worry about anything else, take a few steps back and replan your use of structural vs detail brushes. This thread contains a lot of information about visibility. http://www.quake3world.com/forum/viewtopic.php?t=3620 Your playable space is split into leaf nodes by the compiler. A leaf node is defined by the plane of a structural brush. A recursive operation in the BSP phase continues to split volumes into nodes until it has used all the planes of structural brushes in the volumes. The Leaf Nodes in the void are carved away because they are non entity containing hulls. Where leaf nodes join, portals are created in a .prt file for when visibility is calculated. Where one leaf node sees into another leaf node, all geometry and entities are drawn. Because everything your map is detail, you basically have giant leaf nodes (A lot of them the 512 x 512 default blocksize) that see into each other. Meaning, no matter where you are all the complex tris, expensive entities and so forth are being rendered. This will cause you a lot of issues with performance. You will also start running into problems with entities being truncated because you are drawing too many at once.
  6. Use the skip shader, not hint. Hint is for creating manual splits.
  7. Sounds precisely like the problems of a decompiled map.
  8. lol.... Know how I know you still hadn't read the manual?
  9. Did you read the documentation that came with wonko's tools?
  10. http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
  11. It's actually pretty easy to use patch meshes in radiant. Show me a pic of this pillar, and I'll mesh your pillar.
  12. What are the funniest //comment lines?
  13. No, you need to have COD4 installed. It worked on Vista fine for me. You need Quake4 for the built in mod tools. You can't take a map from GTKRadiant and make it work in CODRadiant, or vice versa. The .map files differ slightly in ways they format the syntax for entities, brushes, and curves.
  14. Thats an extra step. It also tends to chug machines when you have a large amount of objects in a map. In CodRadiant you just hit alt + H and see results immediately.
  15. Oh, in that case. Yes. I use the COD4 mod tools, Hammer Editor and in house development tools at work. I've got the UDK for Unreal Engine 3 that I mess with from time to time, but that is a much more artist friendly set of tools than anything else. Plus, it takes me a long time to get a complex mesh setup with pretty UV's. Most of my time is spent getting rid of bad stretching. GTKRadiant is something I go back to from time to time at home, but its hard to enjoy because it just isn't as well setup as Hammer or the COD tools when it comes to working fast and efficiently. It needs quite a few things to get to that point. None of those being a light preview. I don't even care about that anymore. Alt drag from CoDRadiantA keyboard shortcut for rotate on axis. Plus the keyboard shortcuts for locking on X, Y, and Z respectively. It takes a bit of extra time to go up to a toolbar to click these thingsRotation and translation Gizmos in all new versions, not just 1.5.0Hide unselected, instead of trying to work in RegionsZ axis cubic clipMeasuring tape clip line. (Place points similar to the clipping tool. Except it draws a line and tells you that distance in radiant units.)Some sort of support for model preview in the file dialogue. (CoD tools does this with a special folder that contains jpegs by the same name as the models. If the support for that feature were there, than the modders themselves could do the rest.)More convenient control and drive scheme for the 3D window, not requiring you to move your left hand from that side of the keyboard.
  16. The shader keyword you are looking for is deformVertexes http://q3map2.robotrenegade.com/docs/shader_manual/general-directives.html#deformVertexes Good work on your level. However, from a complete environment standpoint it looks like a good blockout rather than something complete. The texture usage is very samey throughout the shots. You need to spend more time in other game levels looking at the floors, ceilings and walls asking why and how they look good. Use a lot of industrial reference too. Start getting elements in there to break up that monotony.
  17. When I did JKA stuff I used 1.6, 1.5 and blender. 1.6 for most of my building. 1.5 for model placement, making complicated meshes, trisouping and patch texturing. Misleading topic title btw. These are all different version of the same editor. The best answer though is that GTKRadiant blows.
  18. I'd get fired.
  19. MoonDog

    Upcoming News

    Is there a statistic for heavy handed moderating? Or lack of moderating in situations that warrant it? That would be a fun statistic.
  20. Is it booming? I remember actually enjoying posting here at one point in time, and then any positive feelings sharply fell off. Mostly due to the influx of "modders" that can't read or even copy paste from a tutorial and feel the need to blow up your inbox/email. Then you have staff you have to have a 3 page argument with, showing proof after proof of plagiarism before they'll even consider doing anything(which becomes immediately apparent that the course of action will be nothing). You'll eventually just say fuck it, and stop wasting your time. So no, it's not "booming". As for the MP, it's an 11 year old game. I'm pretty sure this same exact thread has been posted at least 20 times per year that this game has been around.
  21. When I have a group of lights with the same values, and I need them all adjusted at the same time I'll give them all the same arbitrary key. For instance, "groupname" "section_01_redlights". Open the entity window on one of the entities you assigned this arbitrary key.Click this value in the entity window.Click back in the gridPress SHIFT+AAll the entities with that key/value pair should now be selected.
  22. *Notices there is an Ultrazone Laser Tag right next to the mattress store. Gives super serious consideration to playing.*

    1. Show previous comments  3 more
    2. spior

      spior

      Oh shit you should definitely go. Best time I ever had.

    3. MoonDog

      MoonDog

      I counter your video with real Moondog, boothand!

    4. Boothand

      Boothand

      He may be the coolest human I wish I knew. Afraid I already heard that one, some time though. If!.. it's really the full album. Ends abruptly.

  23. Yay sour diesel!

  24. This is your hilt. This is your hilt on drugs.
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