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Everything posted by IrocJeff
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As for your second question, Create a second brush about the size of your door and about 32 units deep and place it in front of your door. Next, select that brush and then apply the SYSTEM texture TRIGGER to it. All over it. Then, with this new brush selected, right lick on the grid and go to Trigger. Now, choose Trigger Multiple so we can open the door more than once. Select this brush yet again, press N, and make sure you made it correctly and it is a trigger multiple. If you can make a door I'm pretty sure you got this. With the entity window we'll have to add in some stuff to make it work more fluidly. You'll see a checkbox for PlayerOnly, Facing, Use_Button and so on. For now, just check player only and use button. This means that only the player can use the door and he has to use the use button to open it. Since it is a trigger multiple you'll want to add in a wait time. This will be how many seconds it takes for the door to be triggered again. Add in a Key : wait Value : 1 If you want the trigger to make a sound when you activate it, add in a Key: noise Value: sound/movers/switches/button_04.mp3 *That sound value is for Jedi Outcast so if you have Jedi Academy your on your own for where your sounds are, but, that is how the directory should look. Now, we have to join this trigger brush to the door. Make sure the door and trigger are both de-selected. Then, select the trigger brush first. Then, select the door, then press CTRL-k. If you did it right, you'll see an arrow going from the trigger brush to the door. You may have to move your trigger brush a bit to see it. If you want it to open from the other side, copy and paste your trigger brush and put it on the other side of the door. Oh, one more thing. Open up your door in the entity window and give your door a wait time. Say, 2. Your door will stay open for two seconds then close. If you want it to stay open all the time make it -1. Oh, also also wik... If you use a sound for the trigger add a Key: delay Value: 1 to the door. This way, your trigger will trigger the door, but it has a 1 second delay so the sound plays, then, your door will move and its sound will play. It just makes it more even.
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I know when I ran into my Max_Shader_Errors I had to reduce the quality of my light in my map by a bit. Now, I also learned that you can increase the quality of the shadows by using a _lightmapscale of less than 1. like .5 or something. I'm not sure if works in conjunction with ambient light, though. This is the hardest part of making something I think. I've got some rooms that came out great and some I'm not content with regardless of the changes. Maybe it has to do with the architecture and whatnot in each specific location.
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Yeah, same here. Now, I have to go back to some areas of my project where I WANTED this feature and have to add it in. The longer I mess with this project the more I learn, the more I have to go back!
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Well, its so freaking simple its silly. Just make a trigger, make it a trigger multiple and set it to use button. Put a wait time in as well. Then, just link that trigger to any light entity and voila, you got a switchable light. It works in Jedi Outcast which is great for me! http://en.wikibooks.org/wiki/GtkRadiant/Linking_Entities Also, if you want the room to be lights to be off, just tag the start off box in the entity window.
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I want the player to walk into a room and have the lights shut off. How would I set up the lights themselves for this or is this something that has to be scripted?
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Wouldn't that be a hoot if his culture made their footware actually look like their feet.
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Yeah, same movie. I thought they filmed most of it in Ontario, though. That is besides the point. There is also quite a bit of Black Mesa influence in it as well. I wanted to try to make more real life areas with Star Wars stuff in it. Originally, I wanted this to based more on Breaking Bad in regards to blue meth and these Imperials are making it and selling it across the galaxy using Rodian smugglers. By the time it got to making a meth lab it was getting to be too difficult. Most images I saw were of home labs and the images for Walter White's lab were good but the understanding of it wasn't there. I've seen Strange Brew a bazillion times since I was 6 so I'm familiar with the story so I decided to change my story to beer instead of drugs and kinda mirror the film. My ending had to be changed, also. These changes only affected my first map, the Rodian Outpost. I had to change some stuff and allude to the beer instead of the drugs. Not a big deal. Maps two, three, and four were finished before story change but really have very little to do with the new story. They are there to show more of an Imperial footprint. It isn't until the end of four and throughout map five that more information of the plot will be revealed with map six being the microbrewery itself. As of now I am working on the level where we finally work our way to head of it all. This project is to have 6, possible 7 maps (5 are done) that is designed for first person/guns only. I've modified ammo counts, health, and limited the amount of power ups and ammo found throughout the maps. Weapons types are limited, too. This isn't going to be a player has all the advantages custom level. All the NPC's are scripted and they have better aim, more aggression, and quite a few Stormtroopers use alt-fire. The first level is easy then it gets a bit trickier. For a good experience your going to need the Ultimate Weapons Mod and Hapshash's Stormtroopers and Officers because those 3 make it that much better to play. As far as gameplay its all single player. If you mean what do you expect to encounter in the game? then, its pretty straightforward and linear. There will be computer screens you access throughout and you will gain information on what is actually going on here. Some of the information you access are e-mails between people within the facility and you get to read personal messages between friends and stuff. Really makes you feel guilty about blasting people after reading those. You may have to turn on a ceiling crane and jump on a crate it is carrying to traverse a gorge. Well, you do. Once it is released someone else can make MP maps out this if they want. There are some areas that would be good for dualing. I'd also say probably there is potential for maybe 4 or more free for all maps as well with some modification. Hell, maybe more. I'm pretty much accomplishing what I want in regards to the abilities I have and all the people who have contributed with ideas, textures, models, shaders, and general help. I think these 6 or 7 maps are going to be it for me and then I may download Blender.
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Maybe his legs are thicker cause he's retaining water. Ya know, fluid build up.
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I don't think I'm going to use this on the museum but I think I'm going to replace some spotlights in the non-imperial sections of the project with it. It'll fit better.
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Sure, blame me. I see how it is.
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What WOULD be cool would be to have that image hanging on a wall. Really large, in a dark room with spotlights on it and one spot light where you would stand to view it. Kinda like where this guy goes to vent his frustration.Then, there could be a speech that the Commander gives to the painting as to why he will be dethroned and and all that. This would make a wonder ending scripted scene. Then Kyle walks in...
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I may use this. Story wise I'm not sure a portrait of the Emperor is something this guy would want since he is trying to assassinate him but you never know! That is a good idea about the screen captures and stuff. I don't have Photoshop but I'm sure I can find a Gimp tutorial on it.
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Yeah, post it up or send it to me in PM, either way. JO has very little in terms of light shaders. If you feel up to it I'll take anything you can think of. I'm not in a hurry so don't make it a priority.
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Finally getting out of the brewery and am now into Commander's living/personal area. I'm starting with a room that is basically an art collection. I figured that every eccentric rogue officer should have some sort of collection. I found this design from a real museum and just modified it to my needs. I'm not happy about the ceiling lights but those'll change. This is the center of the room that will have mostly small pictures and objects. Don't know what yet but maybe some ancient tablets or weapons or stuff. Going to have some glass cases and stuff, too. Here is the outside of the room which is mirrored on the other side. On each pillar I have some portraits. Now, there isn't really too much Star Wars related artwork, so, I really lucked out when I found that The National Gallery of Art has TONS of free use images on their website. If anyone has a good light shader post it up for the ceiling lights. I'm not happy with the stock ones here.
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I think these games have limits on saves. When I went through Jedi Outcast originally I remember I had to delete my old saved games so I could save again.
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Well that blows.
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yeah, it is set up the correct way.
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I copied and modified a stormtrooper entry and had some good luck with it. I used the NPC Spawner in a test map and an invisible Imperial Commando appeared. It noticed me, fired at me, and even the new sounds played, but, no skin. Any ideas ? imperialcommando { playerModel imperialcommando health 60 headPitchRangeDown 30 reactions 5 aim 5 move 5 aggression 5 evasion 5 intelligence 5 rank ensign scale 110 playerTeam enemy enemyTeam player // race klingon class imperialcommando height 68 crouchheight 52 walkSpeed 51 runSpeed 200 snd imperialcommando sndcombat imperialcommando sndextra imperialcommando yawspeed 90 walkSpeed 55 runSpeed 200 dismemberProbHead 0 dismemberProbArms 10 dismemberProbLegs 0 dismemberProbHands 20 dismemberProbWaist 0 }
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I had this Imperial Commando file that originally was in a zipped file called HS_ImperialCommando. It was stated in the description that it was for Jk2. I found it on some site when I downloaded and installed Hapslash's Stormtroopers. I put both in my base directory and the stormtroopers were overwritten by the pk3 but the Imperial Commando wasn't since it is not in Jedi Outcast originally. It looks an aweful lot like what is on Hapslash's website. The files are dated the same time as his updates on the site and there are even all new sounds with it. I guess what I'm trying to ask is how do I create a new npc for Jedi outcast. i'll send you the file if you like.
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Finally got the view problem fixed from the multiple chain link walls that were up. It just didn't look right in game so I replaced a few with solid walls and added in some racking which is pretty cool and fills in the entire middle of the room well. All new textures for everything in the racking except for the dark gray ends of the beam, that's a stock one.
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Anyone like Allen Sherman? My dad had all these albums along with Homer and Jethro and other comedy albums from 60's. He used to play them until he got rid of his albums in the 90's. I haven't heard some of this since I was little. http://youtu.be/8FeVoDO_HKg
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http://youtu.be/tFFOUkipI4U Wish I used some these excuses when the recruiters kept calling the house every Saturday morning my senior year in high school. Would have had more fun with them then just hanging up.
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For Jedi Outcast, how do I get this in game? The stormtroopers and officers get replaced but these are not in game originally.
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Funny you just posted that.. hehe. I actually just wrote to Hapslash and asked if ever finished it. Now I feel like an idiot!...
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Are there any unique Imperial Officer skins or models out there? I need a base commander and I just can't use the stock stuff as in the game. Someone older and a bit fatter? Is there any mode/skin like this floating around that anyone knows about?