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Everything posted by IrocJeff
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I'm usually pretty good at finding stuff online and I just hit the motherload in free, low poly woodland models. Trees, shrubs, weeds, grass...pretty much everything I need. Each model has a default skin in .png or paint.net file type and the models are in .3ds, .b3d, .dbo, .dts, .mdl, .ms3d, .mtl, .obj, and .x formats. What would be the process for converting these to .md3, What about the texture they all share? Is it just a simple resize and putting the new model into Map Objects/ ??????? with the texture?
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Yeah, I saw it after it was posted and but was too upset to make a comment.. lol... I'm really loving those official Rebels trailers, though..
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I'm not really concerned about leaves or branches moving. I just want trees and shrubs..something along the lines of COD2 would be fine...I don't think those moved at all. I'm probably going to reinstall the game, download the mod tools, and take a look how they did stuff.
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I've got quite a few ideas and if I can get everything the way I want to it may go into official project. Right now I'm making stuff but if it all doesn't work out I'll can it. Here's the same trench I made in the blended textures thread just re-designed. I started all the terrain over yet again and lowered the height of the trench walls and I think I got it to look good this time. I really like mine signs so I found a good one on Google to modify and included it once again. I do think I'll change the grass texture to something darker...the skybox isn't permanent, either. The trench floor will be depressed the same way I made the terrain, and I'm going to have puddles in there. I just have to bring over a standing water shader from Jedi Outcast. Eventually I want to try to get rain to work here and I have to get or make some trees in blender and i'm going to need shrubs as well. Here's just a top down view of the area and you can see where I built it a bit larger and then removed brushes I didn't need. The gray blocks are going to be the bunker entrances. One is going to be more of a tunnel to another area and one will be more of a bunker type of bunker.. think what you saw in COD2 just in the Star Wars universe.
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Yeah, I remember that from Soldier of Fortune 2. I used to play that online quite a bit and loved those random generated maps.
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Well, Call of Duty 1 & 2, actually. Its a trench/bunker system. I'm trying out more outdoorsy stuff, weather, terrain, trees, ect..
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Thanks, it doesn't exist anymore, though.. lol I deleted this last night and started over. I found a more efficient method to manipulate the terrain like I wanted so I tried it out and it worked better. I'll probably start a new WIP thread tonight late on this when I get some better results in.
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I was able to get it to work alright. You can see it there to the right of the crosshair.
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Well, i installed 1.6.4 from Icculous.org or whatever that site was and still had an error with compiling. It was the port 39000 error so I turned off BSP monitoring and it compiles fine. Overall it feels just like 1.4 did and does not have that absolute garbage texture scroll-bar like 1.5 had. It switches my color scheme on Windows 7 but that isn't a big deal. Also, I didn't care for no loading screen. It would have been nice if a splash screen came up and said program configuring please wait or something similar.
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Yeah, its actually in that directory....That's the odd thing about this... What's so great about 1.6?
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I get this error when I try to compile a map. Any Ideas on how to fix this?
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This is the shader I have from my old terrain. So, all I would need to do is replace the primary and secondary with the textures I want. Then I can make whatever I want for qer editor image..and I should be alright then? textures/icestationwampa/darkrock_dirt_blend { qer_editorimage textures/icestationwampa/darkrock_dirt_blend.jpg q3map_nonplanar q3map_shadeAngle 75 { // Primary map textures/icestationwampa/dirt.tga rgbGen identity } { // Secondary map textures/icestationwampa/darkrock.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } }
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All my terrain is done by hand so Easygen is out. Also that site does not really help me in how to make the specific textures I need. I have alpha blends ranging from 0, 25, 50, 75, 100. Does that correspond to how many layers of opacity I need for the blended texture? That's what I don't really get. I know how to blend terrain and all that..but how is that specific blended .tga created?
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for shading my terrain... how do I make the blended texture? I have all the shaders from previous ones that I should be able to re edit...I just am not sure how to make the blended texture itself.
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I tried Commando Academy, Sion, and Lurtz on your list. Search takes me to the files, I see screenshots and the readme, but the download page just give a page not found error for those that I tried.
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In post #8, your first picture shows blue floor lights. Does the player get stuck on those?
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You would think in the SW universe someone would have come up with a basecoat / clearcoat system that holds up on vehicles...The empire is no better than General Motors when it comes to paint...
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So on that Anti Portal thing...would I just use that instead of the caulk texture for any unseen, non-textured terrain brush faces?
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Under the system shaders there are a few new things I haven't seen in Jedi Outcast. There is an anti-portal, caulk (acid, water, lava), lightgrid, rainsurf, and weatherzone. Also under entities I see lightjunior and terrain. Can anyone explain these to me?
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Yeah, that's what happened. Thanks a bunch. Now I feel much better that I'm not the only one....
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I'm using 1.5 and 1.4.. not at the same time...but this issue happens with either. For some strange reason I have a base folder under my Jedi Academy directory. Initially it had maps and mapextra's pk3 in there. So, I dumped all my texture, models, shaders, scripts, and sounds in that folder and now things load. I'm still missing textures/shaders in many texture sets and my models show no textures, just the red/black shader missing. The funny thing is my basepath isn't pointed to that directory, yet, it loads. I never had any issue within the game itself. No bugs, no missing textures, ect... After I come home from fishing tonight I may just reinstall Jedi Academy fresh even though its only 2-3 months old and try it all over again.
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Star Wars Rebels (2014) Negative Criticism Thread
IrocJeff replied to Cerez's topic in Art, Media & Technology
My biggest complaint is that there aren't more episodes per season and they aren't an hour long. -
I had no idea what @@SiLink did or does or whatever and after reading the interview nothing really appealed to me but that doesn't mean I didn't appreciate the interview and think you need to do more of these.
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No, that didn't do anything.