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Posts posted by MoonDog
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How many times do you want them to flip back down after being shot? Do you want the range to be resettable at any point in time?
Doing what you are asking in itself is simple, but adding in diversity and accounting for player choice complicates the matter a bit.
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I don't have any questions. Your maps are some of the funnest I've played from the modding community. Why question that? Just let it happen.
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Wow. The man, the legend.
Xarav Matoa, eezstreet, ChalklYne and 1 other like this -
Use parameters or a global variable to track its location. Trying to do checks based on vectors in Icarus is a waste of time.
eezstreet likes this -
Hi. I had a multi level callable elevator in my ffa3 plugin, and I dug out the scripts. You'll have to look at them and decipher if theres anything of value to you. im extremely inebriated right now, so i find myself unable to explain whats going on. Apparently I split it into multiple scripts and used a global variable with hand imputed vectors and move times.
https://www.dropbox.com/s/bdaebu8q286kkmy/ElevatorFFA3.rar
There go. Let me know if it helps
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That is not so Moondog. If you have many brushes you are turning into a rotating object, you can't just draw a box around them, select inside turn them into a func_rotating and have them work every time. Radiant may not set the rotating object to rotate around the correct brush. An origin brush isn't automatically set as a brush to rotate on when you are rotating multiple brushes. I have a lot of experience with rotating objects and that strategy works the best for me.
I've made rotating, moving, destructible etc... objects in JKO, JKA, Doom 3, COD4 and ************* and never had to follow any such strange ritual when grouping with an origin brush.
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I have found I select everything I want to rotate, then I deselect the origin brush and reselect the origin brush then turn the brushes into a func_rotating entity. Doing this will create the entity rotating on the correct origin brush you want to rotate the object on.
That's like untying your shoes to tie them, to untie them again, and then use the velcro straps.
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Yes.
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Hm...Should I compile it with -vis? When ever I attempt it it says it cannot find "mapname.prt". I just confused about what I'm doing wrong. It gives me the HOM effect with anything that isn't an ent. I tried a simple mirror and it worked great. It's the cameras that have messed it up...
You probably have a leak in the bsp that is preventing you from saving a prt file.
therfiles likes this -
The irony of those statements is palpable.
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Well, I know you don't believe in permission for doing or ripping anything so just go for it. I'm sure the staff will allow you to.
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^^Hexen: Beyond Heretic
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that music plz no
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You'll need oxygen and hydrogen atoms plus a burst of energy. You'll probably blow yourself up though.
Tempust85 likes this -
It was a greyish texured, cylinder shaped item that appeared in my map. I didn't look at tris or anything. It looked like a barrel to me. I didn't try any other models.
Hmmm. Well what I ended up doing with a couple lwo's I wanted to work in JKA, was importing them into Blender and rejoining the quads. After that I'd just unwrap the uvs and attempt to use the already completed texture to get them in a good shape.
Once the model was all set, triangulated etc... just use Wonkos plugins to export an md3 or ase. Was able to get a few Doom 3 environment objects to work that way, but turned out to be sort of ugly due to the inability to utilize normal maps and specular maps in JKA as they were in Doom3. The diffuse maps are very flat in Doom 3/Quake 4.
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I added it to the map and it showed up with no texture in the editor and when compiled, although the model itself showed up no problem in the test map.
Do you mean you see the tris compiled, but having no texture? Meaning a black model or something? You aren't clear.
I tried to get lwo and obj to work before with no success. I just ended up exporting the models in a format that I could import into Blender and then used Mr.Wonko's Blender plugins to export an md3 or ase.
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Also, mine says "GTK" Radiant when it starts up. If I see GTK, I know what it is, even if the generic program name for idtech3 is a radiant level editor
eezstreet likes this -
No need for a crazy amount of entities. If you want to keep it simple, you don't even have to make the script dynamic. You can make it situationally specific, rotating through a series of misc_portal_cameras.
//Generated by BehavEd if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "1" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam1" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $1$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "2" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam2" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $2$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "3" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam3" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $3$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "4" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam4" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $4$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "0" ); affect ( $script_portal_surface$, /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_TARGET", "script_cam0" ); } } } } } }
therfiles likes this -
What shader do you have applied to the surface? I recall having issues with those surfaces when I had r_fastsky turned on as well.
therfiles likes this -
Also, do you have a strong reason to not just use misc_models right now?
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Drawback. Try using some lightJuniors around those instead. (r_dynamiclight 1)
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I have a request about JKHub having a mapping section separate from the modding assistance section and it gets turned into a debate about what a mod is,
Your entire argument for split section is based on the premise that mapping is not modding. So I'm not sure why you are acting like we brought it up and started debating it. You are the only person on the other side of that issue. Because your notion is preposterous.
I simply think JKHub should have a mapping assistance forum somewhere. I don't care where it is put. I don't care if people think it's a mod or isn't. I think a separate mapping section is needed for those needing assistance with mapping. This will help keep mapping questions separate from other modding questions. If I was primarily a model maker maybe I would ask for a modeling assistance help etc. I make maps and would like to see a mapping section separate from modding assistance which I think JKHub needs.
Are you pretty much overlooking the several places above where a much better tag and filter system would be prefered? Part 2 to this question, are you related to Lord Revian/Marcus?
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Models can be mods if you are replacing something in the game with it (you are modifying something in the game making a model to overwrite what is already there). The model itself is not a mod if it's not modifying the game (such as a model created to be used in a custom map that doesn't exist in the supplied JA/JO assets adn doesn't overwrite anything in the JK assets).
I am not asking to create a whole new forum. I am asking for a mapping section withing the modding section. That's a win win for everyone. It's still in the modding section for those of you who consider it a mod and it's in a mapping section so others may locate it more easily.
lil_binger. You are creating a custom bsp that is not a shipped resource for the game. You are then loading that level into the game presumably. Inserting a custom resource into a game = modding. Quit arguing terminology to justify a redundant subforum.
Targets, area portals, and the mythical hint brushes
in Modding Assistance
Posted
The hint plane creates a split. You use them to control awkward splits from structural brushes, creating cleaner portal scheming, or for creating a new split in conjunction with structural brushes to reduce the PVS where it wouldn't usually happen naturally from the current structural hull in a section.