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IrocJeff

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Everything posted by IrocJeff

  1. Single Player for me. I do like Capture the Flag type matches If I had to choose a MP mode but I really dislike the online atmosphere.
  2. I wanted to add a chain link fence to my project but in my 3rd use of it I'm running into a bit of a problem with brushes and models vanishing behind the fence from different angles. Here is a fenced in area with some models and two brush lights behind it w/ light entities. In this shot its all fine. In this second image from a different angle a few things are going to be missing. Here I am missing all the models as well as the light brush on the right. I've used a few different shaders, including one from JO which was the ImpMine/grating shader and I end up with the same problem. Now, I don't have any problems where my other two Chain Link areas are. Here is the shader I'm currently using from a Quake 3 forum for a simple grate. textures/icestationwampa/chainlink{ surfaceparm metalsteps cull none // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES { map textures/icestationwampa/chainlink blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaFunc GT0 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } }
  3. Did you try going into power management turn off any power saver stuff for that wireless adapter?
  4. Yeah, clever, eh! That case logo as well as the bottle logo @Circa did for me was about the easiest logo to change and have it work into Star Wars somehow. I spent a ton of time looking at beer logos and that just stuck out at me.
  5. If you want a mascot you have to tie it in to the community somehow. Look at corporate mascots and Reddy Kilowatt for instance. http://en.wikipedia.org/wiki/Reddy_Kilowatt Its gotta make a connection to what we do.
  6. Some new stuff. This is a small storage room that has a stairwell down the middle behind the chain link. There is a small service elevator that goes down the middle of the shaft as well. Its just for show, it doesn't really run. Here are the beer vats. There are 3 in total all interconnected with pipes and other plumbing things. I actually build the vats and pipes months ago and just plopped it into this room. You, the player, won't be able to walk around in there. The view here is from the hallway off the room itself. I'm going to have the NPC Prisoners working consoles and walking around in this room. They are, as per the story, under the influence of a mind drug, which the player will find out about beforehand. I'm still trying to get that copper texture a bit more metallic. I was able to use @Boothand's brick wall texture on the wall in this room. Here is the new striped wall texture as well as a cinderblock texture above it. I think I got them both from Texturemate.com, although I added the stripe to the wall. Made a green one, too.
  7. I agree with what @eezstreet said in regards to the new Kyle design. I prefer Kyle the mercenary over Kyle the Jedi, myself. Hell, I'd rather see non Jedi stories more often in what people make. I think the most valuable project to actually take on is the Dark Forces 2 conversion that whoever was working on. The story is there, characters, maps, ect... The game itself was fantastic which is a good enough reason to do it. Then, the hardest thing would be to get people involved and committed. At least the rest would be known, albeit have to be constructed.
  8. I'd throw the Trandoshans anywhere, really, in those levels. According to Wookiepedia they allied themselves with the Empire early on so you never know where they could end up. I thought about using two-four as personal body guards for my Commander in my project.
  9. Your image worked well, but it was a bit flat. I colorized a stock JO texture and got pretty much the same result. I found some gimp metal tutorials that were helpful. The first part teaches you how to make the metal texture, the second on how to turn it gold. So, I just turned yours more copper with a solid copper layer with a 75% opacity. Then, I went in and sharpened it more, then blurred it once or twice. Turned out great and looks good enough in game. Here is the new texture.
  10. I'm basically looking for a clean to semi clean looking copper metal texture that I can use for my beer vats. The texture will go on the vats and the connecting pipes so seamless be great.
  11. Oh well, I tried...
  12. The problem with that is its an opinion and everyone is entitled to one. I can't sing nor do I play any instruments, but, I know a crappy singer or band when I hear one. I don't need to have the skills to be able to do something in order to give an opinion. I have ears for that. It works this way for just about anything. Like you never left a movie and thought it was aweful.
  13. Pulled this off the Lucasforums forum http://www.lucasforums.com/showthread.php?t=47677 Here is the original posting. I am absolutely happy. Finally I got my mirror working. I don't know what I did wrong, but I got an answer from Raven and I just set the mirror up as written in the mail and it works. Reading that some other ppl are having problems to get their mirrors working I'll just paste the mail: ------------------- Set up the mirror just as you normally would in Q3... 1. Make sure the mirrored surface has a qer_mirror (or portal) surface property (we had one in the game called mirror_floor2 in our textures...) 2. Put a misc_portal_surface entity above the surface (around 16-32 units away is fine) 3. Make sure the surface is the only mirror the entity can see (it doesn't like seeing more than one mirror at a time) 4. Make sure the surface to be a mirror is made of only one brush for best results... (our mirror texture has the following setup in the shader: textures/tests/mirror_floor2 { qer_editorimage textures/tests/qer_mirror.tga surfaceparm forcefield portal q3map_nolightmap { map textures/tests/qer_mirror2b blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite } { map textures/tests/floor02_alphab blendFunc GL_DST_COLOR GL_SRC_COLOR } { map textures/kejim/env_newfloor_kej blendFunc GL_ONE GL_ONE rgbGen const ( 0.200000 0.200000 0.200000 ) tcGen environment } } The forcefield parameter makes shots bounce off of it The portal parameter makes it show a reflection the other texture (tests/floor02_alphab) used on it gives it a texture to show (with an alpha value), just remove this if you want a true mirror... and the last texture in the setup gave it a shiny environment map like a piece of glass... ------------------- As already written, I don't know what was wrong with my first setupsd, but I think it was the wrong mirror shader. Now it works just fine.
  14. I really dislike the first, or crappy animated, clone wars. Can't stand watching that at all. The good Clone Wars grew on me over time. I wish I watched the movie first instead of the first series but that is how it goes. I'm not a huge fan of Jedi but I liked the Anakin and Obi Wan relationship quite a bit. I really liked the epsiodes where R2 was lost or stolen or whatever and for me, Cad Bane was the best character in the series. I really didn't like Padme at all, in any incarnation. Her episodes were really boring.
  15. Ahhh, the selection tool!!! Didn't know it acted as a border. Thanks for that info because this worked and only took 5 minutes. Turned out pretty good.
  16. Oh thanks!! I really like the ceiling tile texture. That one is pretty useful for me. Same with the narrow brick one. I'll have to test out the latter when I light and compile the areas I'm in now. My current brick texture is seamless, but a bit off in the horizontal grout lines.
  17. Yeah, this stuff is really tough for me. I have Gimp 2.8 and Paint.net I have a plaster wall texture and I want to make a transparent stripe of another color on across it. In Gimp, I tried using the airbrush in block form and it worked great except that each click made the middle more dark then the outside edges. I'd like it to be equally transparent across the entire texture so it'll tile better. Any tips or tutorials you can point me towards would help.
  18. Decided to post an in-editor shot of a room I'm doing now with some new, free, seamless textures I've found on Texturemate.com. Both wall textures are from that site. Can't wait to see them compiled!
  19. Map 6 is going well. I have made the bottling line and the large beer vats with all pipes and whatnot going all over. The bottling line is going to be pretty cool. Glass blocks will go into one machine which will spit out bottles which will go into another machine that fills the bottles and labels them. Then, these bottles go around and finally enter yet another machine that spits out cases of beer which then follow their path out of the room. Took a bit longer to layout this part of the level than I thought it would. Still have to detail the machines and these rooms more, as well as texture them.
  20. Regardless about nitpicking animation styles and how Disney is or isn't screwing it up if you were to just show this video with no title and no description it still feels like Star Wars to me because of the sounds. I can tell I'm somewhere in the Star Wars universe and its familiar. Also, if you take a look at the linked video after the one @Circa posted, here, its even better than the teaser, and, remind me much more of the old trilogy. I'm really impressed overall. This is the same company that did the Gummi Bears after all. That was one of the best made cartoons ever. http://youtu.be/JYkXif5Q2mA
  21. I have a scenario to run by some of you who may have used this before in a script. How well does the NPC really ignore a target? What I am going to do is use the JO prisoner NPC as a sort of slave labor character. They will "operate" the machines and be present in my brewery section of the base. There will still be stormtroopers around as well. One potential snag that I can think of is that If said prisoner is in the middle of a trooper shooting at me and and I am shooting at him, will the stormtrooper outright ignore the prisoner If I am in his line of fire? Or, will the trooper move to a different combat point to get a better shot at me and consider the prisoner an obstruction?
  22. here is a link for it and it worked for me just a few minutes ago. http://jediknight3.filefront.com/file/UltimateWeapons;91175#Download
  23. You should be fine to throw that card in and run alright. You have a single 12v rail of 32amps on that power supply which is good. Not sure what company you are looking at but give EVGA is a good company to stick with, especially if you run into problems. You can always stick with the CX line of Corsair PSU's and go up to the 600-750 ones a be fine for a long time, with multiple hardware upgrades. I have had the 750 cx since 2011. Worse comes to worse when you are playing a game and your system just shuts off upgrade the power supply!!
  24. Just from the size and bulk of one I can't see myself ever going back to using them again, regardless of how good the image quality is.
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