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Everything posted by MoonDog
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Targets, area portals, and the mythical hint brushes
MoonDog replied to Artemis's topic in Modding Assistance
http://www.quake3world.com/forum/viewtopic.php?t=3620 -
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.
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Use parameters or a global variable to track its location. Trying to do checks based on vectors in Icarus is a waste of time.
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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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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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That's like untying your shoes to tie them, to untie them again, and then use the velcro straps.
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You probably have a leak in the bsp that is preventing you from saving a prt file.
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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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Bioshock Infinite - The Church of Our Lord
MoonDog replied to Szico VII's topic in WIPs, Teasers & Releases
^^Hexen: Beyond Heretic -
Bioshock Infinite - The Church of Our Lord
MoonDog replied to Szico VII's topic in WIPs, Teasers & Releases
that music plz no -
You'll need oxygen and hydrogen atoms plus a burst of energy. You'll probably blow yourself up though.
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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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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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http://en.wikipedia.org/wiki/GTK%2B
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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" ); } } } } } }
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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.
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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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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. 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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Just add the option to places tags on topics created in Modding Assistance. Then make that subforum filterable by tags. Like eezstreet said. 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.