Jump to content

IrocJeff

Members
  • Posts

    1,114
  • Joined

  • Last visited

Everything posted by IrocJeff

  1. I may take a look at the forklift but I already made a hovering Reach Truck early on as a test that I plan on remaking a bit better. Similar to something like this it is. It fits better with the narrow design's I've made just as in real life those machines are designed for narrow areas. http://www.google.com/imgres?imgurl=&imgrefurl=http%3A%2F%2Fmagnumlifttrucks.com%2Fused-forklifts&h=0&w=0&tbnid=lTUsVpXynqazNM&zoom=1&tbnh=259&tbnw=194&docid=5GMcZgYnxn05XM&tbm=isch&ei=LXgDVKntFtHHggS91oGgCA&ved=0CAgQsCUoAg I'm actually pretty happy with some of that furniture and stuff. My Commander's Quarters section is going to be a bit eccentric. I want to have an art collection, some statues.. Make it like something a Bond villain from the 60's would have. Thanks for posting that link.
  2. Finally got the layout and main stuff done in the brewery section. Now, due to my story this is a microbrewery. This isn't Coors or some other large brewery shipping 2 million cans a day. They are just trying to kill the Emperor at his Emperor's Day Celebration. Its a bit overlit and not all done yet but its good enough to post. Just below the crosshair is going to the bright light "mouse checking" station on the line. I'm also planning on stacking pallets, boxes, and other stuff along two of the fence rows to break up the fenceiness of it all. Pipe texture is just some rust texture which I'm trying to get to shiny copper or stainless so send whatever you've got. Two are going to the bottle filler machine and the other is a water pipe going to bottle making machine. This is a bit up in the air but it gives you the shot of the packaging machine in the middle and the lower part of the bottle making machine on the left. The finished cases of Palp's Blue Ribbon will travel from the packaging machine along the conveyor belt to the left. Here is part of the packaging machine where the unfolded cardboard boxes are loaded. Its got the cut and stuff where the folds go and everything. This shot pretty much shows the path the player will take. The dark right top corner is where the player drops from the air duct. The player then follows the outer wall around all the machines and fencing to get to the inner part of the room. You'll actually exit just to the right of the crosshair between the two fences where a door will be put in. The machine below the player in this image is the machine that actually makes the bottles. Blocks of glass will follow the conveyor belt on the right into the machine and glass bottles spit out the lower end. I'm also going to put two steam pipes on that flat spot and have steam shooting out of them randomly as the bottles cool. The player will also be able to access these machines just as you can read e-mails or other messages throughout this complex. Each machine will have a screen you can find out more information on what it does or maybe I'll be a welcome screen for the "Wino Industries Micro-Brew Jr. Complete Brewing System". Well, you already know that's what one is going to be about. I'm going to have slave labor in here as well running these machines, also. They are under the influence of the mind control in the beer so they'll just stand around and watch bottles for mice ( not built yet) or at the machines doing something. All I have to do is make an elevator in another room and this map will be completed as far as all the rooms and layout is concerned. Have to go through and add stuff to each room and then npc's and stuff. If anyone has any models, textures, or anything else that may fit I'll gladly take any donations.
  3. I took a look at this. I tell you, Kejim has the best references for stuff in this game it seems. I tried this with my copper texture I made it is better, but not great. It looks like I have sections of glossy lines in areas. I didn't mess with the env_newfloor_kej and just left it as is. I assume this is from that texture. If I were to create a more even texture to replace env_newfloor_kej do you think that would improve anything?
  4. If this chrome shader is from Jedi Academy can you post it? I map for Jedi Outcast and my pilot doesn't seem to have this. If it does, I'm sorry, I just don't know where to look.
  5. I'm really in need of copper pipe but the problem is the most of images I find have the camera flash on it. The other textures I find or made are all flat whilst I need shiny. I read somewhere where a person mentioned it may be possible to get a shiny metal effect from a shader. Anyone have a similar shader or know how to do this type of effect?
  6. Here's a youTube link for the blaster sound. I did find some stuff from Left for Dead that is supposed to have a blaster sound but I couldn't open up a vpk file. https://www.youtube.com/watch?v=Zqw28__RYXo
  7. I hope you add custom sounds to it and maybe try to replicate the firetime and damage. Oh, and make it available for jk2 please....
  8. I just looked up the blaster you are making on Google Images and there are a ton of variations to it. Are you using any specific one for a reference?
  9. That looks pretty good so far!
  10. You better finish or else I helped you solved your max shader problem for nothing! I get bored with my project as well but you just gotta keep plugging away a bit at a time.
  11. Well, to finally close this up @Boothand figured out what I did wrong and we got this aquared away over a month ago. However, it wasn't until today that I actually got around to testing this out with real, in game structure. I copy and pasted the top portion of my conveyor belt into a test map and was really pleased that I was able to make a completely clean run all through. Didn't hit any walls with the model. Took a few compiles to get the ref_tags to the correct height, but, I have what I wanted. I can now move brushes in game which will be the boxes and pallets of beer and now I can move individual bottles as well! Now I just have to figure out how to get the speed even across all sections of the conveyor belt. Darn math... Thanks for all the help.
  12. The NES Zapper wouldn't make a bad looking blaster pistol model, with a reskin.
  13. Well, right now I'm just going through this map and getting the jist of it done and more detail will be added in after the first run is all complete. Also, I really don't know how to make shaders too well nor do I know how to model stuff so I'm doing the best I can on that front.
  14. Here is a reduction shot. I scaled it down from .2500 x .2500 to .1200 x .1200. Again, its only the crosshair area.
  15. Refer to my previous post about the change to the texture. I goofed up my posting order here.. Ahem.. here is the hatch I made
  16. The brick is 1024x1024 scaled to .1200 x.1200 in game. The part i changed over the crosshair I scaled down to .0800 x.0800. Or, do you mean the plaster white texture. That is 1024x1024 but I didn't change that in game? Is that the one?
  17. Here is a shot from the top catwalk which is a bit brighter in game. You can see the pipes coming up from the support pillars on the right into the vats. That's actually a red painted metal texture I found last night. Looks really good up close. I'm now in the process of adding in pressure gauges to each "fitting" where the pipes enter that grey coller thing. On the left side I'm probably going to make some sort of access hatch and put that on the left side of the cat walk on the vat to use up some of that space. The roundish lights are just cylinders moved around with the vertex tool to get a bell shape. The white part is actually made up of a capped cylinder and a 4 unit tall cylinder. On the cap cylinder is a custom flat white original game shader with a 30,000 surface light value while the 4 unit high side texture has the same shader with a 12,000 on the surface light value.
  18. Still working on the brewery part. Ran into some shader issues that finally got figured out as well as finally figuring out the path for the player to follow. Also figured out how to work in one of those 2 legged droids that look like ED 209 from Robocop. I'll be walking across a bridge over a chasm while you are inside a ductowrk and look out over the room. Its one of those " you can see the room but cannot get there " room. The below image is a computer terminal in the newly designed beer vat storage area. The computer is in the support pillar. The two images on the screens are a Logon Screen as well as something I whipped up quickly in Paint.net. Each vat has a computer and each computer shows how filled each vat is. This room is where the 5 large beer vats are. Pipes travel from behind the chainlink within the pillar to the top of each beer vat. The room looks the same on the other side of the vats where the computers are except that the pillars don't have pipes running up through them. At the end of this room at the 5th vat there is a ladder that will take you up to the catwalk where you'll travel back across the top of the vats to the next room.
  19. It's scripted in Behaved. Most of my Stormtroopers use alt fire throughout my project. set ( /*@SET_TYPES*/ "SET_ALT_FIRE", /*@BOOL_TYPES*/ "true" );
  20. That whole Starpad level I really didn't enjoy very much to be honest, especially the horde of thugs you have to defeat. I'd vote for the Repeater-bearing Trandoshan.
  21. I like the 60's series and The Next Generation. Deep Space Nine wasn't too bad either with the Ferengi. They are the most human of them all. Its just a different setting and philosophy in relation to Star Wars. As for Star Wars I always like the sounds, the music, the locations, and the Empire the best. I like the vastness of the universe and that everything isn't so sterile as in Star Trek. Some stuff is nice and some stuff is similar to old hot rods just patched together. Not much into Jedi's, they bore me quite a bit. Oh, I also like droids quite a bit, too.
  22. I don't think one project is going to get people to jump back into a 10 year old game. I have no idea how many projects are going on that aren't posted about but I'm not sure there is enough people here to do it. But, as @therfiles people here will help you out. I think the majority of people who posted in this thread have had a hand in my project from getting stuff to work or making something or another. Just start building something and see what happens. My 1 map project that was supposed to be done with by last Christmas has turned into 6 really large maps with a storyline that doesn't involve killing Reborn in every room! Just start building stuff and see what happens.
  23. Yeah, I meant the same animation as the secondary "sniping" mode. I knew what you meant. The primary would be through the scope with a blaster bolt and the secondary would be the same just with disintegration. I have no idea on the coding end of this. Maybe try tracking down someone who originally worked on the game might help.
  24. OH, all through the same animation.... I get what your saying now. Could be like 5 units per bolt and 25 per disintegration or something.
  25. Personally, I'd like to see this as "just" a sniper weapon and eliminate the whole primary fire altogether.
×
×
  • Create New...