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Everything posted by IrocJeff
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I can agree with too much lightsabering. Some of these levels its every turn and there are 2 Ragnos worshippers sitting there. The non-saber ones are kinda cool, like magicians they are, but, they still look like they are holding a blaster! Some of the level design is neat. The second level of Hoth isn't too shabby. The snowtroopers are pretty cool as well. The rancor level was ridiculous, same with the Wedge level. The "find the parts" one was at least interesting and reminded me of the movie Tremors.
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What does your GtkRadiant look like?
IrocJeff replied to Beyond Heretic's topic in General Modding Discussions
Keep mapping and quit fooling around with colors!! The only scheme I could use was this greyish one or else my eyes would cross looking at the grid for so long. -
That's alright. I usually solved problems right after I posted here many times. Funny how that happens.
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Post the script here so we can see it.
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You can probably use easygen and make a make a heightmap with a pit in it. You can just get easygen to spit out the .map file with no textures or anything and then open it up in Radiant, caulk it all, then do texturing or phong shading or whatever. Otherwise, just do it manually. It'll take a while but once you understand which vertices to manipulate its not bad. You can download my junk maps from the Ice Station Wampa post last page and I think I have terrain samples in there. You can pull the brushwork out and use it if your want.
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She's had cosmetic surgery so she would not be noticed as easily...Honestly, I never noticed it til you pointed it out. But, that is my guess.
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He can't even do the job! Basically, I wanted to make a place that just seems to have a few bugs in it. Mind you, this is a schism or cabal of sorts within the Empire that is trying to take over the Empire. They don't have access to a lot. In fact, if I could have had access to some voice over help I would have ended it with Kyle (or the Rebel Agent) dying from some rare lung ailment he picked up from the Waste Treatment aboard a medical ship. There is a terminal you access early on that says something like " Our insurance carrier says helmets must be worn at all times there and filters replaced every shift or the health insurance premiums are going to to up". Getting back to the crap fix it job...You read the message that was just being typed ( before you killed him ) explaining his frustrations with maintenance and that this storm trooper had to fix it himself. It was the best he could do... All this was done just to show that there is a world going on there, good or bad, serious or far fetched, and you got to learn about it a bit. Its something I wish other people would steal and add in to their on own projects in one way or another.
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For those of you that are interested I have 130ish random test .map files I made while building my project of all random stuff from computer terminals to original designs to test rooms for various things. If you want to take a look at any of these to see if they can help you with anything with your own project here is the link. It's only 22mb. https://drive.google.com/file/d/0B_HRn54BTmRDanY5cEsyTmlVejQ/view?usp=sharing
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Well , that doesn't sound to bad. I think I only have one NPC on a waypoint system but everything else is scripted through nav goals. I also didn't make any changes to npcs.cfg since I didn't add anyone new and I scripted all NPC attributes anyhow. Textures are going to be the problem. I know ladders do not work and there are no light amplification goggles either, right?
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For those familiar, what EXACTLY do I actually have to to do to convert my project, which was done for JO, into a playable version for JA?
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So I broke down and now have JKA.
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Well, I kinda have my own ideas that I want to try to accomplish and they probably will clash with what you guys are doing, but thanks anyhow.
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I hate bunny hopping. I have a key bound in sp for changing my speed. I like "200" for fights (default is 250) and a key to change to "400" for fast running.
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And your post reminded me of this one they did...lol
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Same producer from all 9 seasons as well. I think the Lone Gunmen died, but, as Christ Carter says.. no one really ever dies on the X-Files. Hopefully they will be back in some form as well.
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A week or so ago I started to watch the Alien Conspiracy & some other fav episodes and just a few days ago the X-files will be back for 6 new episodes. http://variety.com/2015/tv/news/the-x-files-revival-fox-david-duchovny-gillian-anderson-1201459006/
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Classic Consoles (NES, SNES, Sega and more)
IrocJeff replied to Lancelot's topic in Art, Media & Technology
Here are a few of my favorite's from NES and SNES Guerilla War: This is a fun game with two players and is WAY better than Ikari Warriors. Out of this World: Kinda like a Prince of Persia type game but really drove me nuts trying to finish it. Castlevania 4: I rented this one a ton... Super Baseball Simulator 1.000: I usually don't play in ULTRA mode, but this is one I still play to this day. I was always puzzled by how odd NES/SNES baseball games were until I saw Japanese Baseball on TV and documentaries and then I totally got it. lol. -
Classic Consoles (NES, SNES, Sega and more)
IrocJeff replied to Lancelot's topic in Art, Media & Technology
I have around 1000 NES and 225 SNES roms I play quite a lot. Just went through Castlevania 3 and have been trying to get more than 100 lines on Tetris for the past week. I either get up to 99 and crap out, get 106, or screw up in the 80's. -
I've been a fan since HBO first played Predator. I've seen them all, don't like some, but, from a technology/biology standpoint, how the hell do these things see anything? In the first movie, the predator takes of his helmet and we see that he sees in mostly red. So, having watched all these films and whatnot I start asking myself this... How do they manage to differentiate between things? How can they build spaceships or, even more simpler, see where they are going? Is it only Earth's atmosphere that does this to their vision?
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It too me a long to understand this and I honestly don't think I got it until I saw the 97' Special Edition a few times in theaters. I answered it a while ago but it got lost or no one cared what I said so I'll restate here. He is alluding to precise like knowing where to shoot at to disable the crawler or its systems. Sandpeople were to dumb to know where to aim for. That is another great point. Luke and Biggs' hair alone just said middle 70's. Mustaches were big then as you can see in sitcoms and movies throughout the 70's. Can probably blame that one on Burt Reynolds.
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Don't overlook the the whole "surprise" thing. Just cause they are clones (not great batches by this time) doesn't mean they can instantly recognize a situation and act on it. You sit guarding a cell no one goes into all day, day in day out. Someone drops in you aren't just going to open fire. I grew up with the original trilogy and even when I was little you could tell the Stormtroopers were a bit off. When they captured the blockade runner and boarded they couldn't aim then, and that was the start of the movie! To be honest, neither could the Rebels, really. If the Rebels were good shots they'd never let them out that blown up door.
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I would like to get some constructive feedback
IrocJeff replied to Daedra's topic in Modding Assistance
I just pulled the sound files out and listened to them. The quality is really great and I have no issues there at all. I guess to me the voice needs to be a bit more sinister or darker sounding. Not much, but, just a tad more evil in it. -
how do you make your own cutscene
IrocJeff replied to KillerRebel359's topic in Jedi Knight General Discussions
http://web.archive.org/web/20070531152314/http://www.geocities.com/kengomaps/tutorials.html Its pretty much just the basics of setting one up and camera movement and whatnot but these are 3 really great tutorials that are easy to understand. Then, take a look at some scripts in JO or JA under "cinematics" which is where the cutscenes will be. You'll start seeing how things are broken up. I'll give you a real life example from my "Test Chamber" scene in my project. The colored text is just me pointing things out in this example.... *Edit.. The colored text didn't show up and underlining text didn't work, so, i'm just going to post an un-edited one below this. Below I have 2 storm troopers in a room. To get them to be affected by the script I made, they need there own names. Otherwise, nothing will happen to them at all. In the entity window you give each NPC, in our case, 2 storm troopers, an NPC_targetname. Key: NPC_Targetname Value: trooper1 Key: NPC_Targetname Value: trooper2 Now, I wanted these troopers to stand not in attack position but casual. There are animations in BehaveED you pick. I chose my animations as seen below and each will hold that pose all the time (-1). If I used 5000 it would be 5 seconds. 10000 would be 10 seconds. It measures in miliseconds so that is why you need all the zeros. affect ( "trooper1", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "trooper2", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } Now, my cutscene officially starts here. When you trigger the scene the camera gets enabled and is set up on the two troopers. They still hold their animation pose from earlier, however, now they have a short conversation. With stormtroopers, or droids for that matter, you do not have moving mouths to worry about so you can be pretty lazy w/ there conversations. In this script only 1 trooper is assigned all 3 sound files. Again, no need for mouth movement or anything. camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "trooper1", $FLUSH$ ) { Each task below corresponds to the playing of a sound file. task ( "Blaster Rifle" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2014.mp3" ); } task ( "Works Fine" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st3/misc/31st3030.mp3" ); } task ( "Blaster Carb" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2015.mp3" ); } These 3 tasks are then run with a 1 second wait time between them. dowait ( "Blaster Rifle" ); wait ( 1000.000 ); dowait ( "Works Fine" ); wait ( 1000.000 ); dowait ( "Blaster Carb" ); } wait ( 11000.000 ); This whole process takes 11 seconds, as seen by the wait time, and then we go to camera position 2 and another event happens. This is similar to what was done above. Now, we see another camera aimed not at the troppers but at a speaker while the sound file plays. rem ( "Part 2 Camera Aims towards Speakers" ); rem ( "Music plays in the background" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); task ( "Sound1" ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth1.mp3" ); } dowait ( "Sound1" ); wait ( 13000.000 ); Again, looks really familiar to what we did above. Here, we are now at a different camera angle in which we see a wider shot of the troopers and they start walking to a specific point. rem ( "Part 3" ); rem ( "Stormtroopers move to their shooting positions" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Move trooper 1 into position" ); affect ( "trooper1", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_WALK1" ); To have them walk, the animation needs to be set set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 50 ); this is the speed in which the npc will move. set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", 10 ); This is how long the walking animation animated until it stops task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav1" ); } Both of these tasks tell the NPC where to go in the room. In Radiant, these a Nav_Goals with targetnames of t1nav1 and t1nav2. It is the same for each trooper, but with different Nav_Goal names. task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "t1nav2" ); } dowait ( "go1" ); dowait ( "go2" ); } 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" ); } There are MANY more steps after this that I wrote but its enough for an example. Here is the unedited one for you.. affect ( "trooper1", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND4" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } affect ( "trooper2", $FLUSH$ ) { set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND5SHIFTWEIGHT" ); set ( /*@SET_TYPES*/ "SET_ANIM_HOLDTIME_BOTH", -1 ); } camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "trooper1", $FLUSH$ ) { task ( "Blaster Rifle" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2014.mp3" ); } task ( "Works Fine" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st3/misc/31st3030.mp3" ); } task ( "Blaster Carb" ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/st2/misc/31st2015.mp3" ); } dowait ( "Blaster Rifle" ); wait ( 1000.000 ); dowait ( "Works Fine" ); wait ( 1000.000 ); dowait ( "Blaster Carb" ); } wait ( 11000.000 ); rem ( "Part 2 Camera Aims towards Speakers" ); rem ( "Music plays in the background" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam2", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam2", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); task ( "Sound1" ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/labs/synth1.mp3" ); } dowait ( "Sound1" ); wait ( 13000.000 ); rem ( "Part 3" ); rem ( "Stormtroopers move to their shooting positions" ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam3", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Move trooper 1 into position" ); 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" ); } 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" ); } -
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Not really, no. I went through Behaved a bazillion times and read all the commands for {E "set_types", <str>} which is what you'll choose for most of this. There are some decent descriptions there but you have to really go through all of them and see what is relevant to the NPC directly. Below is one of many similar scripts from my project. Do put the Default Behavior state in which i forgot to mention in the above posting example a few replies back. This script is an ambush script were a stormtrooper would run around a corner to intercept the player. I had a ton of these scripts in my project with different aim, aggression, ect. I also never used the waypoint system cause I never got it to work properly which is why I have the nav_goals set up. In the map, I'd just put combat_points all over the place. Worked out well. //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_AIM", 5 ); set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 ); set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_LOOK_FOR_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" ); task ( "go1" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "pointa" ); } task ( "go2" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "pointb" ); } dowait ( "go1" ); dowait ( "go2" ); Here is one of a stationary stormtrooper crouched next to a crate or doorway or wherever. This one has the "set_no_combat_talk" set to false so this guy won't say " Hey, a Rebel" or "I should get a commendation for this" when he kills you. Also, he can see you at 2048 grid units away. Setting him not to flee means he'll stay put. //Generated by BehavEd set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" ); set ( /*@SET_TYPES*/ "SET_NO_COMBAT_TALK", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_VISRANGE", 2048.000 ); set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CHASE_ENEMIES", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_CROUCHED", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_DONT_FLEE", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_AIM", 5 ); set ( /*@SET_TYPES*/ "SET_AGGRESSION", 5 );
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