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Everything posted by IrocJeff
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At the end of map 2 the player hops on a tramcar is shuttled off to map 3. When map 3 starts, the player starts in the tramcar and its moving. This part works well. The tram is made from a func_door. What I've noticed is that my tramcar appears to be affected by whatever light entities are present when it spawn into the map. Here are two examples. At the end of the catwalk is the tramcar. Notice the white light above it. The red light it has inside of it is was from the light entity in the tunnel from which the tram emerges. Here's another shot where I didn't use any lights in the tunnel. You can see that under the white Kejim light shader there is no white light, just black. Now, I can fix this easily by just using white light in the tunnel when spawning, which I will do. But, does anyone know why this happens?
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Star Wars Original Trilogy Recreation.
IrocJeff replied to Jolly's topic in Jedi Knight General Discussions
Hey, since they are already making this... .... I can use someone like you for some scripted sequences involving dialogue and subtitles and whatnot. If your interested let me know. I have two scenes I need done, one in game, one to close the game. Maybe some other smaller stuff if your up for it. Let me know. -
I did install those KOTOR models but they seem to be way off scale. If the player was 128 units high they'd be perfect. Is there a way to scale them down ? Anyhow, I did managed to use the white cylinder model in one of my other lab rooms and it fits in there. OH, the base commander will have his own personal bacta tank so that is where that will go.
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I don't think they are there. There are stasis tubes, though. The big stuff isn't the problem. Its the stuff you find laying around on a shelf, counter, or wherever where these games kinda lack a bit.
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Well, just for you I'll go out of my way and build something like that. I have no clue how the heck it'll fit into the story line but I'll add it in. i'll see what I can do with those other models. I made something similar, without the probe, to that voltmeter thing which you can find on some shelves throughout the underlevels.
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Well, Level 5 should be nearly finished today. Have to add sounds and a few more NPC's. I say nearly finished because I have a scripted sequence I have to start which will be the centerpiece of this level. So, anyone good scripting cameras, dialogue, and npc animation who would be free to answer questions I have let me know. I have some scripts to follow but I'm not that good at those things. Here's some more random screenshots of the past 3 maps. Even in a galaxy far, far away one cannot escape a Blue Screen of Death. Have a really funny e-mail you'll read from this terminal about it as well. Redid the floor to a grate. There is a broken steam pipe near the Stormtrooper. Here are Pande's chair models again that I use for benches and a conference room in the background. Still not happy with those chairs in the conference room but all the ingame chair models are too small to use. Small lab-like room. Some pill bottles on the far countertop and some sort of electron-microscope to the right. This is where i need props so if anyone has ANYTHING that would look good in here let me know. Here is a Kejim-like hallway with an elevation change.
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Nope Here is why. I made a decision when this project got beyond 2 maps that sometimes closed doors should remain closed. In other words, the player does not need to have access to every square foot of the facility. Now, I was going to make a power station of sorts but I just didn't like what I came up with. That part got changed. I made a smaller, generator like room that was supposed to go off the main core. I ended up hacking that in half and you only see it from a control room. In the picture there is a door and a glass walkway. One officer and two Stormtroopers run down that hallway when you reach the window and trip the trigger. You can't shoot them, they totally ignore you.. and that is that. The player can assume he's near the core, but, he ain't half getting there. Now, when released, I'm going to let anyone add their own story arcs based of my maps. As long as the original brushwork is intact, people can use and build off whatever to make whatever they want.
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If you mean my maps for 3rd person, no. This is strictly designed to be played in 1st person. There are quite a few textures within Nar Shadda, Artus Mine, and Yavin that could look like a Source map with the right lighting. I have no idea what Jedi Acadamy has. You can darken up the lights or used different colored darker lights and grungier textures and you can some up with some neat stuff.
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You can thank whoever made Black Mesa for that. It was just a screenshot I posted to show the reference... But thanks for thinking i'm capable of making something like that. If I new how to make models things would be easier but I never did that yet. So, I'm pretty much using Radiant for everything on relying on people like Pande for sending me models to use or converting ones I find for me.
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2 of my favorite games! I can't wait for the one with Adrian Shepard to come out next.. Many of the design idea screenshots and stuff came from Black Mesa and some from HL2. The overall concept of one large or spread out facility came from those games as well. This is especially true in the more non-Star Wars-ish parts of the maps. You'll find containers on pallets. Shelves with boxes, propane tanks, wire wheels, and so on. Pande sent me some real life models that I tossed in and they work out great in those areas. I made a hover forklift, barracks, a close copy of the HL2 Geiger counter effect, a Chinese take-out, video poker machines, soda and snack machines. Hell, I even made a break room like you'd find in an office for the Rodians! There is even a Mad Magazine hidden on each level if you want to find them all. The Star Wars stuff looks like Star Wars. The other stuff doesn't. But it all meshes well and that good enough for me.
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Thanks.. they are rather nifty . I figured I'd post one up if people would like to copy it. They are super easy to make. Just make the physical terminal itself. Then, just make a brush 1x1 and cut the bottom at the same angle as the terminal. That's all it is for the buttons. I use the solid colors from textures/colors and they come out alright. I thought about making glowing shaders for the colors as that doesn't seem too hard. Next, group them around, obviously, Then, just cut out the area around them and use a different texture to seperate the groupings. You can raise or lower them too but I like mine flush. Finally, just look for textures and use your imagination and you can do whatever. Oh, and make sure you make them a func_group and make them detail. I stole the idea from Black Mesa... SHHHHH!!!!
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I'm glad you like it. I've been having a fun time scripting all the NPC's. That extra time that goes into them really makes the encounters fun. At any rate, here are some more shots Here is the finished Imperial Wok, or, the base mess hall. Here's the arcade area Here's a closeup of one of my computer terminals. In the game, you'll be able to access that specific screen type on any terminal throughout each level and you'll be able to read a different e-mail or message or whatever. Some of those will explain the story to the player. Some will have nothing to do with the story at all and just be there to explain something in the level. I'm going to make a training level to help people with ladders and the terminals so it'll all be explained to the player from the get go.
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The reactor got changed to a shuttle bay... lol. The small room with the cables and generator things got cut in half and redone since I lost most of it in my notepad++ manual brush deletion fiasco. That's going to be the power part.of this level. I wish you sent me that first image with the brick wall and walkway earlier. That would have been perfect in map 2. At any rate, I'm going to have some experiments done but its going to be on humans, not wampas...hehe..
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Posing a player model in Radiant in .md3
IrocJeff replied to DarthDementous's topic in Modding Assistance
I don't know if you can actually pose them anyway you want to. I think your stuck at whatever pre-programmed animation choice there is in Behaved. -
Just to clarify I actually will have 6 maps made and not 5 as I posted in my last post. I miscounted in my last posting. The total brush count is 43,878 brushes through 5 maps with an average of 7333 per map. I also have 209 new textures added to the game. #3 is completed and #4 will be completed within an hour. I just have to add in some ambient sounds. I also just finished up today editing a JO roq video to use along with my opening crawl. Now it'll go from crawl to video to game which is a neater transition.
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Posing a player model in Radiant in .md3
IrocJeff replied to DarthDementous's topic in Modding Assistance
You can do it with scripting pretty easily. Under the animations in Behaved there are about 25 different death positions. I found the script online somewhere but I don't have the page bookmarked anymore. Here's a shot of the script you can follow. -
http://youtu.be/37tU1vQ-IOo
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I went to see Megadeth on The System Has Failed tour back in 2004. I liked the first part of this album but didn't really care for the latter half. Been disappointed with a lot of their output since then... well, since Risk.. This is one band I used to really love but have lost interest in them because their output has been iffy since then.
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I'm saberless/forceless along with limited weapons and items as well. I'm also not sending wave after wave of imperials at the player. Honestly, I don't have very many large, open spaces in my project to actually do that. Its mostly tighter spaces, smaller rooms, twisty hallways and so on. Since my encounters are usually less than 5 I figured it may help balance stuff out more.
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Thanks for the step by step instructions! I'm going to give this a whirl when I'm done with all my construction in Radiant. While testing out my firefights and ambushes I've set up I've noticed that at close distances they are fun, but, some of the longer ones you can easily avoid the shots. I'll see if this makes it more interesting. Scripting can only do so much with the NPC's.
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Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
What does Tom Cruise have to do with this? -
So this would all have to deal with the source code and stuff? I was just curious to see what a 10% or 20% speed increase with the blaster and pistol would do with some of the firefights I have scripted. If I have to go through source code stuff I'll have to pass on the idea.
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Is there any way to change the actual speed that a blaster bolt or any other projectile moves at?
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Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
To me it would seem rather far fetched if that is the way its going to go considering the Empire was only power for like 20 years. Even on a galactic scale that doesn't seem like enough time to screw up the entire galaxy. -
Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
The post-apocalyptic description in that article is interesting. Tattoine already looks that way but I wonder if they mean this in a more political sense. Regional wars or something.