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Everything posted by MoonDog
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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.
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I think I just earned a title on WoW. Not sure. Don't have an account.
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Try and say that about Season 9 with a straight face. Ugh! It was so bad. It became Farscape SG-1 with the cast changes and new characters. Especially when they introduce the new leading man. "LOOK AT HOW WE ALL HAVE MOMENTS WITH THIS GUY WE'VE NEVER SEEN ON THE SHOW TILL NOW" Seriously, who wrote those episodes? What were they smoking?
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You are half right. Which is a good deal more than you usually are.
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TLDR version. Movie okay, show sucked after season 6. ( Stargate SG-1. The only series that actually counts.)
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I had hopes, but sadly you shattered them by posting.
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That isn't how property rights work. Looks like a decent block out so far. I'd be far less focused on creating a 1:1 copy and more focused on some of the shortcomings in DF2 you could overcome in JKA. (Although JKA has pretty lackluster combat and scripting itself.) My gut instinct says that the tunnel is a bit long for a JKA style combat slog, although when you add force powers that might not be such an issue. I did feel however when I played DF2, that section felt unnecessarily long for what it really is. Unless you guys ARE creating a 1:1 copy. In which case, disregard. If you aren't, come up with a list of things you can articulate as bad from the original version, and verbosely address how you will improve these elements.
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If you are going by the video, than you are under scale. I tried your demo as well very quickly. I only had time to look at the starting area. Felt cramped. As a rule of thumb, try to keep to consistent ramp sizes, ceiling to floor sizes, door frame sizes, cover heights, etc... I didn't have time to decompile your BSP, so I didn't get to look at the .map in Radiant. However, at a quick glance I can see some inconsistencies. You artists and your play spaces
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<3
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Well... I know my way around the source code about as well as Ory'Hara knows his way around a woman's baby cannon. So I shan't provide any valuable answers.
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I only tried a spawnscript. I hadn't tried using a trigger, relay, script_runner and a spawner yet, but I probably should. Some one inquired about getting set_scale to work on an NPC and via spawnscript I could only get it to function on the NPC's model in MP.