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IrocJeff

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Everything posted by IrocJeff

  1. I really like the Black Mesa design quite a bit so I thought where I could I'd incorporate it into whatever I can. I found a free use stucco texture then made a stripe on it like in Black Mesa textures, although my textures are a bit cleaner since this facility isn't old like Black Mesa is. In certain areas I wanted to keep it true to the Raven design like when using the Kejim wall textures and how hallways were designed. In some areas Black Mesa's design was much better in regards to more utilitarian areas. This project is really a cross between the two.
  2. Just another update since its been a few weeks. Thanks to @ZeroRaven and his post about some obscure texture pack that I used the wayback machine to look for just to see if I can, I found some new textures to use for pipes, crates, and some other odds and ends. Pipes looks the best, though. I'm now on now finishing detailing the microbewery floor, which is the second to last area to finish. I have to get the bottles to go along the conveyor belt and have the beer cases move along their path. After this, will be the final part of the entire project. Our player meets who is in charge of this whole thing. Then its npc's & computer terminal messages and this one should be finished.
  3. I think he means how do you change a sound file to the right frequency, like in Audacity.
  4. Those are both really great. I've never been very artfully inclined. I can see stuff in my head but can't seem to get it on paper or whatever other medium the right way.
  5. I'm not sure why you would think the Empire wouldn't have parades and stuff like this. The Germans had events like this in WWII. The Russians did during the Cold War to show off to the West what new weapons systems they had. In fact, the Russians only had 2 or 3 of this one bomber total yet they kept flying them over and over the parade repeatedly. They West thought they had many of them when they only had 2 or 3. Can't remember the name of the bomber, though. Its all politics and propaganda for the people to either keep them in line or rev up their patriotism and whatnot. Every nation does it. Even small town parades are the same thing in reality, just on a less ambitious political scale.
  6. Yeah, I just watched it now and it's a really great episode. Lots of good information story wise in this one.
  7. Still going through the final map. I'm not sure what I did this time around but I'm nearing 15,000 brushes and still haven't hit my max shader error I usually get around 12,000 brushes. I only have several more areas to finish up so it is moving along. The first image is just a small storage area. You'll actually crawl through that ductwork in the game. The second image are hops storage silos (st least the tops of them) that you'll see in passing through the fenced catwalk.
  8. Where is the light in the room coming from? Is it from behind the player?
  9. I was thinking along the lines that he missed his mouth a few too many times and soda or other non-crumby food got in there. I have remnants of feathers, tiny hooks, and many other fly tying stuff under my keys. You just have to shake it on its side every once in a while to shift the stuff around. B) Works fine after that.
  10. It is metal_bounce2.mp3. In JO there is also a lighter sounding one just called metal_bounce.mp3 That part in the video is scirpted so they probably have that sound being played since it looks like big metal hunks are falling from the explosion.
  11. if you have a laptop plug in a usb keyboard and do whatever it is that you do to make this error happen. You can also try this on a pc as well, just use a different keyboard and repeat the process to see if it happens again. Is it a PS/2 keyboard?
  12. Did you make the models yourself? Got any pictures of them?
  13. This looks really nice. I like the balcony over the little sitting area the best. You also made the same kinda lights I did in my map which is neat. Those yellow and blueish-white textures got tons of use throughout my project.
  14. I actually bet Desann by crushing him with one of those pillars that are there in that room.
  15. Yeah, a grass shader would be good. That'd give it some depth. What I meant on the elevation was just like a few units up here and a few units down. That would give some depth to it. i didn't mean make rolling hills or anything.
  16. Did you guys ever stop and think that in the vastness of the galaxy that the Empire is trying to control that these backwater areas being visited just don't have the Empire's brightest policing it? I think this video sums it up pretty well. * volume is low so you may have to turn up the speakers. http://youtu.be/qxhRlsDUx4o
  17. In the first image make the stone floor grassy texture only on the bottom. Then, re-texture those parts with your grass texture. That't look a bit neater. I'd also add some elevation to the grassy areas. You can use this method here and it works really well. http://jkhub.org/tutorials/article/92-hand-shaped-terrain/page-2. I'd re-do the temple front cause its kinda flat. Take whatever idea you have in your head for the temple and then take a peek at google images for temples. See what you like, what you don't like, and what your vision for your temple is, and try to work it all together.
  18. Well, on a smaller scale that mutton-chop officer kicked a stormtrooper to his death.
  19. If you look up some of the issues that had and then read about some other folks had its pretty interesting. Quite a few issues with people trying to get it to work and this was back in 2003.
  20. I caught this one last weekend online and really enjoyed it. It actually reminded me quite a bit like Futurama with Leela telling Fry and Bender what they have to do on a delivery. I'm actually quite ok with the way things are going where we aren't seeing familiar faces. I'm getting used to all these characters now and don't want to see a "familiar blast from the past" in each episode.
  21. All your going to need to do is put some books a unit or two taller or shorter along a given block of books. With your light scheme being on the darker side It'll look really great. Find some good free use, darker wood textures ( Wood textures are abundant) for your bookshelves and it should all match up really well.
  22. Opengl32 goes in your Windows/System32 folder, not in the Gamedata folder.
  23. It'd be pretty easy to just make shelves and then texture brushes to look like books. You can get some good textures here. http://www.dougturner.net/blendersite/bookt.html These can even be edited to make even more textures. I cancelled my museum/library in my map and deleted the textures or else I would have given them to you. if you could use paintings, pictures, drawings, ect.. there are tons of images here that are free use. You'll have to search, but, you never know what you may find that'll work out. https://images.nga.gov/en/page/show_home_page.html
  24. Here is the script for starting with no force powers. Ignore the objective part as that specific to my project. Also, "kyle" would be the NPC targetname of your stormtrooper. So, you can call him whatever you want just make sure to include that name, without quotes, in the script. I'm really not sure how to set up the player for blaster only. I start my project with a blaster pistol and stun button and that is in the npc entity box. //Generated by BehavEd affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_HEALTH", 100 ); set ( /*@SET_TYPES*/ "SET_ARMOR", 0 ); set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", "KEJIM_POST_OBJ1" ); }
  25. Does this only work because they would be the same model in both games?
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