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IrocJeff

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Everything posted by IrocJeff

  1. I don't have Jedi Acadamy. i DID download the demo and deleted it before finishing it was so bad... however.... I poked around Artus_Topside scripts and remembered there were TIE Fighters flying all over the place and they were models. Here is one of those scripts. affect ( "tie1", 56 ){ task ( "fly_south5" ){move ( $tag( "fly_south5", 54)$, 0.000 );} task ( "fly_south" ){play ( "PLAY_ROFF", "roff/yavin_south" );} use ( "south5_fx" );wait ( 1250.000 );use ( "south5_fx" );wait ( 750.000 );rotate ( < 0.000 270.000 0.000 >, 0.000 ); affect ( "kyle", 55 ){sound ( CHAN_AUTO, "sound/test/tiepass2.wav" );} do ( "fly_south5" );wait ( "fly_south5" );do ( "fly_south" );wait ( "fly_south" );} TIE 1 more than likely refers to the md3 model. I'm just curious what the tag would refer to? Would that be the targetname of a ref_tag?
  2. When I test everything I usually just run the second stock test BSP choice. The one with Super2 in it. If that is what you mean.
  3. Well, since when was there a GTK Radiant version 2.5.16? The compiler, silly.. Windows 7 Pro 64-bit
  4. Sorry its been a while but I'm actually at this point in the project now. Would this method also work for models as well or does it only work with brushes?
  5. This is a substation or control room or something or other. The purple lit area is the conveyor belt running past the room. I made a corkboard thingy as well. Found some freebie online photo editor online and it took about 5 minutes to make. Those papers on there are actually some of my old college papers re-did with the Aural -Besh font and moved around a bit. Found a blue, rusty wall texture in Imperial Mine's set that looked odd so I made a hallways out of it.
  6. That looks pretty monotonous! How big is it overall ?
  7. Have been doing well on getting some more areas near finished. I modified the bump-floor texture from Nar Shaddaa I think by tiling it smaller and it made a neat treadmill-like texture. I turned this into a shader so I have a working conveyor belt in looks only so far. Trying to work my way from storage areas to the bottling line/filling line to the big vats and stuff in terms of room progression. Most of the storage is done less some detail, sound, and NPC's. Here's a shot of one of the storage rooms off the barrel aging room. @Pande once again has another model he's given me in this shot with the wood pallets. I have I think 8 models he sent and I only have to use the beanbag chairs and the leather armchair and then I've gotten them all into the game. If you notice the beer cases I modified a Pabst Blue Ribbon case image and turned it into Palp's for Palpatine. The red lettering in the lower left says " A Product of Imperial Brewery". The upper right says 18 40oz bottles. I used the wine bottles from Nar Shaddaa models list as a reference. So, the Emperor like's 40's.. hehehe. Here is an L shaped room off the room above. Here you can see the conveyor belt for large pallets on the left. By the crosshair is a raised platform where you will open the hatches in each room the conveyor belt goes through as well as turn the belt on itself. You'll ride this to a certain point.
  8. So I've noticed that I seem to have two bsp files generated with my maps. Like, my brewery map is brew.bsp.53cde14e. Any idea as to why this happens or what this is or anything?
  9. Just use the ignore button and mind your own business. That should solve a lot of these problems. B)
  10. OH, here is another really good one. Remeber in Indiana Jones and the Last Crusade where Indy had to spell Jehovah and all the tiles had letters on it. You can have a section where you have to do something like that, but it Star Wars lettering or something.
  11. of course it is, that's why I suggested it... B) I was thinking of this type of project when mine was over with. Just random rooms with different challenges in them. Kinda like Portal without the portal gun. Give each room a number. They can all have different themes, can be indoor or outdoor, since each room is a new area. Hardest part would be trying to figure out the challenges themselves.
  12. ok, well this was way easier to figure out.. BUT. When I load the bottle its solid green. I don't have the cap or other stuff on it.
  13. Watch this clip below and take note of the scene at about 40 seconds. http://youtu.be/nBOxGFA7Oig Basically, I ripped part of the plot from the movie Strange Brew. In it, Brewmesiter Smith (Max Von Sydow) has developed a mind control drug of sorts and is testing it on mental patients, IE, the hockey players. The different tones bring out a different reaction as seen in the clip. Brewmeister Smith is going to put this drug into the beer shipped to Octoberfest, thus starting his plan to take over the world. Now, in my story, there is an Imperial Commander who wants to take over the Empire. So, he is doing the same thing, only he's going after Empire Day, specifically, the celebration at the Emperor's Palace. So, just like in the movie, musical tones affect the reaction of the person under the drugs influence, hence a test chamber with a keyboard.
  14. Well, its all pretty confusing. Its going to be a while before I figure this out.
  15. Yeah Yeah, they are fixed...
  16. Yeah, it'll be a hoot. Its got a good story, its a bit interactive for the player, all npc's are scripted and have better aim , and there are no Jedi's, no music, limited power ups, limited weapons, limited ammo count. I made it, know where the enemies are, and I still have fun playing it.
  17. No good models in Jedi Outcast. I just went this route. It'll be good enough. I also removed the one platform and added a computer and walkway instead.
  18. Thanks for this. I will absolutely use it. However, i'm a bit confused with the .ASE model thingy. I downloaded all the files but the model files is all text and stuff. Is that normal? Also, will ASE models work in Jedi Outcast? I never messed with ASE models nor have a clue what they are so if you could fill me in that'd be great.
  19. Glad you like it. Hopefully I won't get a cease and desist order from Valve's lawyers for stealing so much from them, design-wise that is.
  20. See, and if I made those lights smaller someone would chime in and say they are too small. I can't win. I'll make them a bit smaller. I wanted them round but you know how Radiant can't make round, small cylinders. Everything gets all square a stuff when small. I'll figure something out. Maybe I can use bevels to make smaller cylinders. I know I'm not happy with the platform textures but I really don't have much of anything else to choose from. I'll try and re-do that part. This room looks too white throughout the cutscene without some color. The platforms, crates, speakers, and lights break it up a bit. Maybe I'll remove that one platform by the viewing window and put in a caution taped lined walkway to a computer or something.
  21. Just started the first room in the final map this evening. Have been looking at tons of brewery images of all sorts and found some neat areas to make. I'm assuming this would be some sort of aging room. I found a neat free use barrel texture and with some cylinders ended up making a barrel. So, that's how this room came about. I think I'm going to try and incorporate some of the brewing process areas into this level as well. I know for sure I'm going to have conveyor belts with cases of beer. If its possible to have models move in game I'd love to do a bottling line area. If they can, and anyone wants to help out, I could use a beer bottle. Or, a re-skin of the wine bottle from Nar Shaddaa. Circa made me a texture that would go perfect on a beer bottle.
  22. The Ultimate Weapons Mod is pretty good. I have it for Jedi Outcast and it made the game and what I was making way more fun because the blaster sounds like in the movies. Its really well done and makes a nice improvement over the stock look and sounds/effects of the weapons. Its available for both games.
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