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IrocJeff

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Everything posted by IrocJeff

  1. Made some changes to map 3, mostly moving NPC's around, textures, and some slight brushwork. Along with maps 1 and 2, map 3 is finished and I'll be starting map 4 this afternoon.
  2. In my 3rd map all is well except for the Sentry Droids. They do everything they are supposed to, except show any blaster bolts firing. They fire, hit me, follow me. Are these NPC's buggy in JA or something?
  3. Well, with a shotgun it can fire varied ammo. Shot, which is a load of pellets that scatters and a single projectile, which is housed in the shell instead of shot. THAT, is generally considered a slug, because it resembles a bullet. Give this a read and then see what conclusions you come up with. http://starwars.wikia.com/wiki/Slugthrower/Legends This basically says if its a chemical reaction that propels the projectile, its a slug. You have to take all this with a grain of salt since its not required to be an expert on a subject to create a story, book, movie, video game, ect... Personally, I don't think the repeater is and I have no clue with a cycler is so I'll pass on that one.
  4. In the Star Wars universe an ak-47 or M16 or whatever would be considered a "slugthrower". Basically, its a bullet. A blaster bolt, like the E-11 or similar uses tibanna gas and power cells or whatever and somehow makes a shaped bullet, or blaster bolt, that is different from a bullet but is not a "laser". A "laser" would be the Disruptor rifle. Now, a flechette you have to think as a shotgun that fires darts.Real world shotguns can fire them as well. The Imperial Repeater acts a slugthrower since it throws metallic bolts but those bolts are ionized, so go figure what the heck that means.
  5. Since the last posting I've been working on Map 2 almost daily to get it all working properly. I just have a few scripts to tweak. Not sure why but some stuff didn't work properly like the Imperial R2 unit at the tram station. Not sure why but I just moved the NPC and it works. I dunno. Its little quirks like that that bug me. Tomorrow I'll fire up map 3 and give it a playthrough. It short and I don't have much to add other than some tram details and an elevator. Same with map 4. An elevator and some NPC's and some little details here and there. Here's a shot of where you come out of the air duct and jump down at the start of the second map. New textures and some beams on the right side of the image. Made a huge difference from original.
  6. It was a combo of checking the toggle box and setting it to start open that did it. The bridge starts closed but is illuminated properly when the switch activates it.
  7. Thanks for the replies. I have one idea here while at work. Would the "toggle" function help at all? If it starts open i can trigger it earlier in the map to close, then use the second trigger to extend it again.
  8. I made a bridge using a func_door. It works well but the only issue I have is that its not lit when extended. Its black. But, Lightsaber glow will illuminate the texture. Here 's a shot of what I made. Bridge extends out from under the floor. I also included my entity window view. Now, how can I get this bridge to be illuminated when extended. Does it have to start extended or something? If I tick the box for start open it stays where it is and when activated doesn't move. Any help on this would be great.
  9. Well, this might be hard since you just want to change the already made game. Using what I did you would need the .map files and open them up in Radiant which would need to be decompiled first which i don't know how to do. Then, you would need to select the NPC entity and add a spawnscript key and value pointing to the script you made in BehaveED. Then you'd have to make changes within the map regarding the waypoint system or the adding nav goals if you script it. And after typing this out your probably going to solve your problem by coding much faster ... hehe. I thought you were making your own stuff. My apologies.
  10. I don't mean to butt in here and I'm not 100% sure this is accurate but have you tried scripting NPC's in BehavED instead of using the waypoint system? I have mostly scripted NPC's in my project and I noticed I was able to have more "firefight" or ambush encounters using that method, even if there were scripted Navgoals. Now, I did have multiple point_combats AFTER the Navgoals and the NPC's held there ground pretty well. Now, I am not sure if this had anything to do with other factors such as setting agression, chasing enemies, aim, ect...within the scripts as well, since I made more aggressive NPC's. Play this if you haven't and see if you notice a difference from stock game. All scripted NPC's since for the life of me the waypoint system wouldn't work. Don't ask why. https://jkhub.org/files/file/2293-a-plot-is-brewing-in-the-outer-rim/?st=20#commentsStart Included are the scripts and all .map files so you can open up it all up and take a look how I did it all.
  11. I don't use fog much in fact, its only in the last room of my last map where i have it. I had a problem trying to connect it as well. It had no HOM effect just a noticeable transition from brush to brush. It might be in the shader but i don't understand shaders much so i generally don't bother.
  12. Its the ladder structure which i converted to the 1 man elevators that i meant. Not working ones. Hl2 design works well for this sort of area. Grungy, dirty. Lower light. I think thats the secret to making good looking maps for this engine. Grungy, dirty, and lower light.
  13. Some compiled shots of the first room. Going to make the blue lights smaller. I decided to nix the joining of the two pools since I got all weird hall of mirrors crap regardless what I tried to a design change happened. Hard to tell in image but there are red lights on the side of the water tank there. This is just the reverse of the room. I'm not happy with the white lights but nothing else I made looks good so they'll stay for now. I should be able to start going back and fixing the door switch shaders and finishing up the minor construction in map 2 tomorrow. Then, I'll change all the elevators at once since they are all going to be identical. Should be quick to cut a paste them in. Test, and then that should be it. Oh, and getting the datapad messages to work.
  14. That weired song from Ferris Bueller's Day Off https://www.youtube.com/watch?v=p1lbjNVbGe4
  15. I'm confused with the Rich's tutorial when it comes to making water in a tunnel. Where exactly does the nodraw shader go? In the images in the tutorial it shows caulked brushes. Here is what I have. I have two " pools " which are the square brushes and a pipe that feeds between them. The brushes in the middle represent the volume of water in the pipe. Basically, I know that the top face and bottom face of the pool brushes will be water texture. What will happen with those brushes that make up the pipe? Do I just texture the top and each brush face under water with water shader? Where does the nodraw shader go ?
  16. Did you ever have issues with the sound in either Prime or Prime Echos in Dolphin? Like it being crackly?
  17. Thanks for volunteering. Now, I don't expect a full gameplay video from you like Boothand did during its initial release when testing. Just to make sure it all works. It loads, npc's aren't walking through walls, stuff like that. You'll get a PM when its finished. Thanks again.
  18. Map 4 is all textured minus these two areas. I decided to get rid of the pipe you crawl through since the mine monsters don't work right and I had them in there. So, I decided the two rooms with water in them need to be redone. I wasn't happy with them anyway. No compiled shots since its not all light and textured. I'm not going to have rails here. Also, you will be able to jump in the water, shoot the bars in the one pipe and go to the next area, Or, you'll be able to jump back up on the walkway. I'll post compiled images when its finished.
  19. Didn't know that, but, by going through the maps themselves in Radiant, along with using Jedi Academy textures/shaders I didn't have originally, this version of the project will look much better. I also went back and added more consistency in the textures used and where they were used. That is something that I got better with since the projects release. It's getting done so don't worry. The brewery map is finished minus one elevator and I just started that last evening. I'm starting map 4 tonight and that should be textured and finished today as well. Then I just have to go through and make all my elevators to replace ladders. Then some testing which some lucky person will help me with and I'm free to start working on other things.
  20. Some progress. Map 2 is on hold for the moment since I have to think about some new NPC placements and get them scripted. I may even try again the waypoint system in these new areas to just see if I can get it to work. Anyhow, maps 3 and 5 I just got finished going through and ALL textures have been fixed! This is good news. Most missing textures got replaced with similar ones so it all looks good and is done. I do have to replace the ladders with elevators but other than that they require no more work. Map 4 has a bit more missing textures and 2 ladders to replace. I may have to add an extra room but that should be all. Did not open up map 6 yet but I am figuring its all texture related.
  21. That is really awesome looking. Do you have any plans to make this function similar to how it is Battlefront II ?
  22. That would be awesome to have, going prone and such. I wonder if it would also be possible to have this blaster mounted to a ledge or a even a window sill and be able to be used like the e-web. That would be really sweet as well.
  23. This worked. As I thought earlier I did have show hidden checked. Also, I could have saved to desktop and drag them to the folder as that worked as well. Thanks.
  24. Just got my " Hello World" android app to run on my phone. Kinda cool.

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