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IrocJeff

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Everything posted by IrocJeff

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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.
  6. 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
  7. 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?
  8. here is a link for it and it worked for me just a few minutes ago. http://jediknight3.filefront.com/file/UltimateWeapons;91175#Download
  9. 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!!
  10. 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.
  11. This is all working well. Still having issues with getting the bottle to appear in the map as a func_static. Could you send me your test mapfile or I could send you mine and we can see where this is all screwed up?
  12. I wouldn't even include it. What you have to do is find the limits of how far a player can jump and what, if any, force jumping ability they are going to have. Then its just a matter finding the distances the player can and cannot make. Then, space things out accordingly. Some jumps are easy to make. Some are going to be like old NES games. If your not on the right pixel when you jump, you are dead! hehehe.
  13. I've gotten the model to load properly in the game but it is not textured. I'm assuming the path is models/beerbottle/beerbottle.md3 correct? I assumed you knew I didn't have a base folder under models, but, I did try that path as well. base/models/beerbottle/beerbottle.md3 Neither worked I also took the beer bottle texture from the ASE model and included it within the folder but its still the textureless model. In the texture paths did you underscore anything?
  14. K, i'm going to try this out and hopefully it'll work with this method.
  15. ok, I tried @Boothand's method for getting an md3 to work. As simple as it looks, I cannot get this to work. I don't who chimes in on this I just want an answer.. how the hell do I set this up? I made a brush, made it a function static. Does it matter what size? Then I added a Key: model2 and a value: models/map_objects/doom/heater.md3 This is just a test so I used to heater model. This won't appear in a testmap. What am I doing wrong here?
  16. Well, if that is the case maybe I'll add that in.. Ya know, someone can make a shooting gallery with this.
  17. Nah.. not going to be much of an issue. I mean really, how many saber hits can people take in these games yet in the movies they are dead from one hit. There is a bit of suspended disbelief in gaming because you really can't make it 100% real. All I want is to make bottles move along a conveyor belt path like a bottling line. Then, loose bottles go into one "machine" and the other end will spit them out say on a cardboard tray that then goes to another "machine" and then they come out the other end as a case of beer. It'll show the player a working process. That is more important.
  18. Not sure what you mean by collision but I'm probably not going to make them breakable.
  19. That seemed to work great, thanks. What would cause this ?
  20. I'd probably just put it under base/models/beerbottle for a directory would be fine with me. Ya know, if you made the bottle the size of the bottle in Nar Shaddaa map objects or close abouts that would be good. Its a wine bottle but it'll work for what I want to do. Thanks for the help. I'll try and test this out later on when I have time.
  21. Well, how would I go about creating a path in 3dsmax in the first place?
  22. The only issue is that my model doesn't move ! I've got DT85's tutorial to work fine for brushes, which is great. In fact, I can take the pallet model out and make my own for the large pallets and use that method on the conveyor belt. I WANT to use your bottle or the wine bottle from the map objects to make a bottling line like you'd see in any bottler plant. Not as jammed up or anything like in real life, but, just to give the sense that the player is in a living facility. I can have everything "shut off" and it just sits there stationary. It'll look good, but, moving would be better.
  23. No errors. I think I only noticed this after I installed Quake3mapToolz .
  24. Let me ask you this in regards to the MOVE statement or whatever it is. Of the two in BEHAVED, which one do I use? Also, how the heck do I set it up ?? I am able to get the tag and my "point1" in there but I'm having a problem understanding what the 54, $, and 0.0000 settings are to get it to look like the Raven script are. If you see below this is what my move thingy looks like in Devaheb. What am I setting up wrong in here compared to the Raven MOVE line? move ( $tag( "point1", ORIGIN)$, < 0.000 0.000 0.000 >, 0000.000 );
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