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Posts posted by IrocJeff
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I really like what you made so far. Looks so much nicer than when I last played this game back in like 2000.
Since you said feedback is welcome I'll toss in my 2 cents. In the above image as I marked if you lower that area, and then add caution textures or strip light textures to sides it would help break up the floor area a bit.
Also, on the pipes on the ceiling, maybe make them larger or have 2 larger ones and 3 smaller under them or something, and then add in a brush every so often to act as a bracket that holds the pipes in place. You can also make those brackets to have a light on them, like a yellow light, just for effect. Again, just something to break up the openness.
minilogoguy18 and NumberWan like this -
Error messages or just glitched appeareance?
WARNING: brush plane with no normal
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Very nice
From what I've played around with so far this is really cool. I was able to setup 3dsMax easily with the game and entity file paths, got the textures loaded, and even exported a 32x32x32 cube into Radiant. Entities were also searchable but I didn't mess with those but they are there.You can't, however, create geometry that is not supported. So making a pipe that is 4x4x64 with 12 sides will give errors in Radiant as I tried several times . Guess those have to be models.
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Lets say I want an npc to fire a shot at a specific point somewhere. An example could be shooting a bottle sitting on a shelf behind the bar. Is there a way to script an aimpoint , like at an info_null, that can be placed near the bottle to get the desired effect?
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Appreciate the help anyway. Very cool of you for considering.
Send me a PM with what you want done and a link to the files and I'll take a look at it.
Daedra likes this -
I think you can also use the set-weapon command in icarus to none and that should work as well. Just create a spawnscript and it should work.
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Im at work, but, i think there is a no drop selection in Icarus if i recall correctly.
therfiles likes this -
no worries about the time!
You have made 2 points I was gonig to show anyway and about the third:
How small in diameter? If yo umean things like small handrailings I would do them as models.
The issue with round objects at smaller diameters in radiant does not come from radiant but from the limitations of the geometrical systems used by radiant.
Now that makes a bit of sense with the geometry stuff. Was that by design or just practical for the time and technology?
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Sorry for late reply.
I would like to see how something can be exported to gtk radiant, like a room, or terrain, or whatever and how it matches to the grid.
Anthing to do with terrain.
Pipes or railing. I always wanted smaller diameter stuff that was actually round. Radiant sucks in that regard.
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Have you tried Thimbleweed Park? It's by Ron Gilbert, who made the Monkey Island games. It was released last year on Steam.
I checked it out at work this morning and one of my coworkers said it was pretty good. I'll have to check that out after Monkey Island. Thanks for the recommendation.
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I'm actually buying this from Steam sometime this week which is funny you posted it, actually. My friend had the second one wayyyy back in 92-93 and I remember watching him play it a bit. I had the Monkey Island that came out in 2000 but traded it away without finishing it. I miss this genre of PC games.
dg1995 likes this -
It's been two years since I first posted this map. I went back and revisited it and realized it was quite bad, badly optimized and just plain ugly. Thus, I decided to give it a make over and now it's finally near to be finished!
Those are some really great improvements you made. I particularly like the hallway with the 2 crates on one side and 3 on the other. That hallway is really well done.
The pipes in the elevator room, did you ever think of making those sag a bit since it looks like there are two "collar thingy's" in the middle. I used it a lot in my project and it looked pretty cool.
Also, my only criticism would be to maybe break up the floor in the control room. See how you have that raised section where the planet hologram thingy is. Maybe add that to where the seats/console area is as well. Same with where the TIE screen is.
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From the image of the road it looks like I'd be able to make some really great looking trenches with this tool.
Now all we need are tree models and grass shaders.
Wasa likes this -
Using subtract creates problems others can explain better than i can. Its too sloppy for me , personally.
Radiant is like building with Legos but you have to design the brick (brush).
Download apibitor and open up .map files. It will help you out.
Asgarath83 likes this -
The downside is that the modded character will not work in cut scenes. Cut scenes reference specific animations that the newly hexed character can not.
So lets say someone makes an animation of a stormtrooper waving his arm to signal someone. That custom animation will only work if its scripted in the playable game. If you did the same in a cutscene you would be limited to the stock animations? If I understand correctly?
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Wouldn't it be so much easier NOT playing it altogether?
Just cause you pirate a game and they don't get money, yet you still play it, seems rather pointless. Your still supporting the game by playing it. What happens if you stream your game or mention it to someone in passing then they decide to go buy it. Your protest just made a sale for EA which beats the purpose.
dg1995, Jeff, General Howard and 3 others like this -
- A story that focuses on a miner in a underground mining facility that is in lock down, after a recent cargo ship crash into the facility, causing the protagonist to go unconscious. The protagonist awakens in a barren medbay, and slowly realizes that the facility is full of dead miners (very Peragus. I know) being eaten by unidentifiable creatures that seem to have come from the crashed cargo ship. The miner must now break through security systems, sneak pass the creatures, and utilize anything he comes across. His objective is to make his way to the command console to shut down the lock down and get out of there.
That is a really great story idea. I can almost imagine the gameplay to be more sneaking around, kinda like Deus Ex or something similar.
Death Troopers, although I have not read it, would be something cool to create.
Bek likes this -
Make a test map and put lights at low to high values in a line. Just repeat a comnected room multiple times.
Or
Compile your map with various light values then pick the one you like.
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Do you have a brush with too many sides or one that was rotated by chance?
I have 15000 brushes in 1 map and have had no issues.
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My hope was that the above would prevent the player from performing the idle animation during the interaction. This doesn't seem to be having any effect. I was hoping someone might be able to steer me in the right direction.
I think you might need to add another affect "Whatever your NPC targetname is" with flush after it before the next task. Here is an example:
affect ( "trooper2", /*@AFFECT_TYPE*/ FLUSH ){set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" );set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );set ( /*@SET_TYPES*/ "SET_WALKSPEED", 58 );set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 );task ( "go1" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav1" );}task ( "go2" ){set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t2nav2" );}dowait ( "go1" );dowait ( "go2" );}wait ( 8500.000 );camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam4", ORIGIN)$, 0 );camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam4", ANGLES)$, < 0.000 0.000 0.000 >, 0 );affect ( "trooper2", $FLUSH$ ){set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" );set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 );}This gets trooper 2 walking through his waypoints then that is flushed out and then the new stand animation is played indefinitely (-1) until something the NPC is told to do something else. Its how Raven did stuff in Kejim which is what i used as a basis for my script. -
That is odd. I have NPC's running to navgoals at the player and don't remember seeing this happen. Is your Kyle NPC set to BS_Cinematic? What does your script look like?It seems to me that NPC Kyle is reacting to something which he shouldn't.
In my test chamber where the Stormtroopers gun down the prisoners I started them off like this.
Trooper 1 Example
affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 50 ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav1" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav2" ); } dowait ( "go1" ); dowait ( "go2" ); }
If your script doesn't look like this just modify it to your needs. My apologies if it does but you didn't post the script so I'm just covering all the bases.
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This is what I actually pulled up from the thread about SP mapping ... is your sound placed on the chan voice channel?
I have all of that as you posted and still nothing. Yesterday, I went ahead and re-recorded the voices and made it less robotic so you can understand it without subtitles just in case. These versions you can understand easier.
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Have you packed it all up in a pk3 already. I don't think it works if all is just in base subfolders. It needs to being pk3
There is no change. I have created a .pk3 with a strings folder and then an english folder, then my files I modified for briefings, objectives, and closing credits. Nothing has changed.
My objectives trigger from the script but show "investigate the site luke had his force visions" and " find a way into echo base " instead of showing " find a way out of here" and " check that terminal over there for some information "
briefings nor the end credits play as well.
I'm pretty stumped.
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Have you packed it all up in a pk3 already. I don't think it works if all is just in base subfolders. It needs to being pk3
No, but my crawl works and that is pk3 now that i think of it. I'll give it a try today and let u know.
Multi-weapon NPC's?
in Modding Assistance
Posted
This is a really neat idea. I'm not 100% on how the If and else commands work when you double-click them in Behaved. That parts confuses me and maybe someone who has messed with those can help out. All I know is what you can SET you can GET but after that forget about it.
Now, The if/else statement shouldn't be too hard.
If ( whatever variable we a re checking for is true)
set weapon (blaster)
Else (whatever variable we are checking for is false)
set weapon (melee)
The biggest hurdle then becomes what variable. So, how would we be able to say "if enemy is > 128 units from NPC, then NPC uses blaster. Else, if enemy is < 128 units from NPC, then NPC uses melee weapon". I'm not sure from what I looked at in Behaved for it would work this way. There is no way in Behaved to script ammo count it seems, so you can't use that and that would be ideal.
The second option is if the NPC was stationary, then a trigger once can be set near that NPC which could trigger a script for him to use a melee weapon when the player touches the trigger. But, it wouldn't be as good as the if/else option.