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Everything posted by IrocJeff
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Solved it. I edited one of the flat_white shaders from Kejim texture set and put its surfacelight value to 50. I added in more path_corners in the void and made a small room around each one 32 units wider than the func_train pallet of beer. I then added the shader to each of the 4 walls, leaving the floor and ceiling caulked. Turned out freaking awesome! Here is a shot of the lit pallet behind the chainlink fence.
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This didn't work out too well with the shader. So, I'm adding in more path_corners in-line at random intervals and will just make a teeny box around the pallet and light it there. Then, I'll add in more light entities along the conveyor path and that'll be that.
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Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
Wonder if 30 years later the Empire finally put some shields on the TIE Fighter... -
I think I'll find a shader in game that emits light, plaster it one a pallet, and see what it does. I'm trying to avoid making more construction at this point.
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I messed up in one instance with my neat-o beer pallet func_train conveyor system. This game doesn't calculate light on the fly. So, when several of my crates are placed at different path corners, with different light entities for various light conditions and types and structure design, i have pallets that are black, 1/2 lit, some with red light, some with white. If I turn my beer case textures into light emitting shaders, the light they emit should be calculated at compile time? and, the surface of the shader, the texture image, should be a consistant light value, right?
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Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
The Star Wars universe is fairly large so there are bound to be more desert or icy planets out there. Personally, I doubt they'll be revisiting those exact places. -
Yeah, but they won't work in Jedi Outcast, they'll just be invisible with a shadow. I really can't use that in my story. I may break down and give skinning a whirl. I have a neat idea for a prisoner skin that's really simple so that may be in the future.
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I didn't think there was but you never know what someone has laying around which is why I asked. Maybe I can use the Blue MP texture somehow.
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That's a good one, too. Its fits. Not all Halloween movies are horror films. It creeped me out when I was younger I remember.
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Whaaaaat? After 5 mins of reading what you posted I get it now... a JA reference. <---- only played the demo...and quit I hated it so much. I was thinking you were saying that "my" project was what you described...
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Just whatever.. I was curious if any existed.
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Does anyone know of any floating around the internet somewhere? The orange stock ones for Jedi Outcast are ok but a change would be nice.
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Yesterday started the finalization of map 6, the last one. Yippee! Now that I have pallets of beer riding a conveyor belt through the storage areas it looks really neat. Going to be quite a bit of movement in this last map. I've had several weeks of not looking at the brewery level I finished so now my brain is seeing things I didn't see I could do before. On top of that I'd like to thank @Onysfx & @Boothand (Who actually did a live video playthrough!) for their help in testing my project and finding some stuff I may have overlooked.
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Since you had to watch all the Friday the 13th movies, did you ever check this out? Its a really cool documentary on the franchise. I always liked the one where they got to New York. BTW http://youtu.be/3yItDVjwkSo?list=PL6F6F231D7DC4EE5F
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The Thing is a bit more Sci Fi but its usually on TV this time of year which is why I included it.
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I didn't know I needed something to like a target position or info null. I had it working fine as of last night right after when I posted. Originally, I thought I would just have to set a direction to the trigger. NOW, all I have to do is try and sync up my conveyor belt shader speed wiht the Func_train and Trigger_Push. Thanks for the help.
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Since it is that time of the year again, I thought we could post up some of our favorite Horror/Halloweenish movies that we'd actually recommend people see. I think my favorite is Bram Stroker's Dracula. I always liked the first 3rd of the movie best when they were in the castle before going to England. This is really, close to the book as well. The Audiobook is super long, but, its free on Libravox. Mary Shelley's Frankenstein is also another pretty good one. Was odd seeing DeNiro cast as the monster since I was used to him as Jimmy Conway for Goodfellas, but, this is another really great movie. The original Children of the Corn from 1984 is one to see as well. Kinda cheesy and 80's looking but I think that's what makes it all the better. Here's a clip. This was paraodied in a SouthPark episode. http://youtu.be/FMoxZeTeRPE John Carpenter's The Thing. Scientists or a crew or whatever discover a frozen UFO under the ice and all hell breaks loose. This is a re-make from the 1950's version. Plot is the same but the thing is WAY different. Both versions are really good, but this is the better. * fun fact, this movie was the actual inspiration to set my project on a snowy landscape at an outpost which really didn't turn out the way I intended. What are some of your favorites?
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Those settings don't do anything which is why I'm stumped. I even have linear set. Do i need a target position ?
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Anyone know how to set the trigger_push up properly for use on a conveyor belt? I was able to get my func_train working but it isn't much fun when the pallets move, the belt shader moves, and you just stand there.
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Is that weapon specific, though? Or, would all the weapons not have alt-fire?
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The following link contains maps 1-4 of my project if anyone wants to test it out. You need Jedi Outcast. This contains the Rodian Outpost, Waste Facility, and the Upper and Lower sections of the Imperial Base. These are also only test compiles, not final. https://drive.google.com/folderview?id=0B_HRn54BTmRDOVJ2Rk82R3FOd1E&usp=sharing There is a README file in there so please read it all. Its short and will explain stuff. Maps 5 and 6 will not be available until the project is released. This is all you are getting.
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That sounds like an idea. Thanks...
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Is it possible to use a weapon in game for the player but have the alt-fire disabled?
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If anyone has one lying around, I'm looking for a shader that would look good for a computer terminal. Something that glows or gets the players attention. It would be for the e-mail/message terminals the player can access throughout the facility. If anyone has anything let me know.
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http://youtu.be/whYbQ8RC0yA