Jump to content

IrocJeff

Members
  • Posts

    1,114
  • Joined

  • Last visited

Posts posted by IrocJeff

  1. 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 ? 

     

     

     

    I7Trfot.jpg

     

     

  2. Dolphin has definitely made excellent progress. One of my favourite emulators, the gamecube and wii had some awesome games, my favourites being the prime and zelda games. I also have rogue squadron II, I had III, but I traded it in for twilight princess (well worth the trade IMO).

     

    Did you ever have issues with the sound in either Prime or Prime Echos in Dolphin? Like it being crackly? 

  3. Don tpick me to test a new mod, I hate exciting new adventures.  :P

     

    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.

  4. 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.

     

    YG2MuXR.jpg

     

     

    tuZ7SZz.jpg

  5. Hey Jeff. Did you know you can open up .map files in notepad so you can quickly and easily replace textures? The only thing you can't do is edit them on axis.

     

    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.  :lol:

     

    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. 

  6. 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. 

  7. @@Corto -- looking great. You should add an animation for extending the bipod.

     

    1200px-MG42-1.jpg

     

    to go with a "transition-to-prone" and a prone shooting animation.

     

    339e33c2ecd90a2161ee608d1f611fb2--bada-r

     

    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.

  8. Do you have Windows 10? It caused a lot of problems for my brother when he tried to do scripting because it apparently didn't allow the folder to be modified without permission.

    I have 10 pro 64bit but that should pop up when i go to save the file. If its not hidden maybe something in my preferences in regards to the directories are messed up.

  9. I modified an existing script I had made a few years ago. It compiles fine but does not appear in my "script" folder after saving. I got the initial script file from this location, and, saved the new script to this location. It didn't load in game and I received no errors when triggered. NPC just spawned. Now, It does exist in this location if I search through behaved to load the script. Gives me the .ibi and .txt file. But, if I go through Windows explorer or my shortcut to the folder, it does not appear in the folder.

     

    Anyone have an ideas?

     

  10. As of now map 2 is sealed and all new rooms are connected to old rooms and stuff. SO, the map is now completed structurally. I did way more re-texturing and slight changes across the map and its way better looking than in the original.  I have to make some doors, add some npcs and some other detail here and there. Lights. Need those in some areas.The bad news is that the grinder thing I wanted to put is removed. It would have taken up too much area where I initially had wanted it. Basically, it was cut for time. It is saved so I may use it in a future project.

     

    This map was one i wasn't really happy with overall when i initially made it all. The new sections and resdesign of some old stuff helps a bit albeit pushing back its release.  I honestly don't believe I'll have this issue with maps 3-6 since much like map 1 were pretty much what i wanted, just eliminating ladders.

  11. This image here is the corner of the "ambush hallway" before the elevator to the green vat room. Its where if you crouch behind those crates to defend yourself two stormtroopers run in from where you came about 5 seconds later to blindside you.

    Just Changed textures and some lighting.

     

     

    0uE1HP3.jpg

     

     

    Instead of having that dull, open hallway before the control room i just made this little L shaped area. The elevator is to the right hidden by the wall.

     

     

    TT0oToi.jpg

    Bek likes this
  12. As of now the map is sealed ( after numerous leaks). That is what you get when you work on a bit here and a bit there and forgot where you left off. At any rate, here is the only image I can show you as its finished, minus lowering the lighting a bit so the spotlights on the banners show better. This is the room from the grungy, waste treatment plant and right before the tram and the start of the Imperial part of the base. Where I am standing looks like the opposite end of the room just with no stairs.

     

    I redid a few areas but they need better lights before images are posted so this is it.

     

    hGKSPCC.jpg

    k4far, Wasa and Jeff like this
  13. That's awesome! Love this map's progress. Keep it up!  :)

     

    Thanks. changes are still being made so i think in this image the lights got a bit larger and the area below the catwalk now has fake doors and lights and some crates. You can't go there anyway but if you look down there is something.

     

    Anyhow, been working a bit nightly since last update. I just finished the transition from waste treatment area to the imperial area and that looks great in Radiant. Instead of an elevator I made stairs, a jumping puzzle (easy), and another air duct now connect the area with the vats to the imperial transistiony part.

     

    I STILL have to make the room with the grinder thing which should be started Saturday. Stll have some holes so I can't compile yet but should have images tomorrow night. 

  14. Jar jar is good comic relief that is needed with such wooden acting in the prequels.

     

    He got better in the clone wars series, especially the scene pretending to be the general. His fumbling with that chair at grievous's desk is comedy gold.

     

    Rosh was definitely more annoying and i did not like the cutscenes in ja with him. Part could have been the voice acting, but, the character of Rosh himself was a bit of the problem for me.

    Smoo, Wasa, the_raven and 1 other like this
  15. Okay, so I haven't made any progress with this thing whatsoever. Nothing I tried has worked... That being said, I don't know anything about scripting XD

    I already have the script - it's running it when the map starts that's the problem :/

    If you want it to happen later you'll need to have it triggered somehow. Like the player touches a trigger which spawns the npc which runs the script.

     

    Otherwise, your going to need to add to the script more instructions. Say add a wait task for 30 seconds then after that run the main task.

  16. You can get a Student version of 3ds max for free, regardless of wether you are a student or not - I have been doing this for years. Just update when your 3 years of usage have run out to get another 3 years :D

     

    You mean like Paint deformation which 3ds max can allready do :P?

    3ds max is a full-on modeling suite. You don't need petty features like that.

     

    Take a look at this for example:

     

    Well I didn't know.  :P But thanks for the info.

    That's why I ask questions.  :winkthumb:

  17.  

    One of my good friends' band just put out their new album, if you're into metal check them out.

     

    Well written song and good production.. and melody, too!

    Doesn't sound like a wall of noise like a lot of death/black metal after the middle late 90's.

×
×
  • Create New...