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Everything posted by IrocJeff
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That looks really great. What are you planning on building on this terrain?
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Oh yeah, this thing is moving ahead. I ran into some technical issues after my last post in this thread and it took a bit of time to get right again. I then decided to just keep plugging away and never really considered releasing any more screenshots or anything. While putting enemies and stuff in my 3rd map I ran into some issues and had to cut the level in two. This turned into a problem where the cut part of the map ended up duplicated over itself. So, instead of deleting six thousand brushes in Radiant, I decided to open up the map file and do it that way! Most of the map is there 'cept all my duplicated brushes and light entities!!! At any rate. Level 1 is 100% done Level 2 is 100% done Level 3 needs missing brushes and NPC's Level 4 needs NPC's and detailing Level 5 has begun a bit. Its going to be small and end the project so it won't be too bad. Its just difficult doing all of this on one's own for the building process. I have/had people help me other stuff such as shaders, sounds, and other junk which has been great. Its just going to take some time. I don't want to release this in segments, either. Here are three shots from the upcoming levels. Here is a test chamber...of sorts. A scripted scene will happen here. The view is from behind the glass. This is part of the basement of the Imperial Base and Labs map. Its more danky looking. Here is a hangar in the Imperial Labs part of the station.
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Sorry for not posting earlier, but, I don't really browse these Mod Project forums much.. It looks Imperial and feels like the game which is great. One thing I did to break up the solidness of the floors in my Imperial-ish areas was to sink the floor a bit. It made a pretty big difference for me and it may help with break up the floor a bit in that room. Here's a shot of it done in a hallway. I just cut up my floor and lowered it 2 grid units. Then, used a different texture in the lower part. Do you have any other shots of this level your working on?
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See if you can delete the triangles within Radiant that are giving you problems and then replace them with a nearby brush. Just clone a terrain brush and move it into position and adjust the vertices if needed. I had issues with that with a snow terrain I tried and it worked to get rid of the black triangles.
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Is there any way to force an NPC to not crouch behind a barrier? I've added a SET Crouched/False to the script but that doesn't seem to work. My Stormtrooper keeps standing up an crouching in some instances and it looks silly.
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Actually, you helped me in this when you told me to look at the Deception level for help trying to change ammo limits from the start. I remembered that the map files were included so I looked in there to see how he did it. It helped a little bit but I got confused. I figured out how to change from one map to another now.
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Yeah, try and get this guy that Railback says. Then, ask him why they had this fascination with making giant steps in stair cases throughout the game.
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The Woody Allen movie "Sleeper" was on Tuner Classic Movies here in the States on Saturday and I caught a bit of it while channel surfing. Its the only Woody Allen movie I really liked, probably cause its a sci fi movie. Anyhow, when this scene came up I couldn't help think about how funny it would be to make it an in-game parody with two R2 Units. http://youtu.be/VV2N4KSh3x4
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It is the Info_Player_Start, actually. However, it appears that if you don't check the KEEP_Prev box on the entity in the next level it won't load properly when you check HUB box on the target entity in the preceding map.
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What is supposed to be used for the spawnpoint when changing to the next level?
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Reading Computer Screens in Game
IrocJeff replied to IrocJeff's topic in General Modding Discussions
Here is an in-game shot of a finished message from my first level. Any terminal in my project that has the Kejim/Screen image the player will be able to access. I created a temple-like area that has absolutely nothing to do with my story at all, but, I found a way to make sense of it using this idea. This e-mail implies that the Rodians are working for someone else. I used a Star Wars name generator for the Rodian Names. -
Just an FYI on using the skip shader... This will eliminate any of those stutters or hiccups you may get going through doors w/ portals with sounds and whatnot.
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I found the skip texture and shader in the q3map2 extras.
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I never tried it from the other end, actually. Everytime I made a door the area portal went on the players side. However, it seems that I don't have the skip shader and its just a texture. Never really noticed that until you mentioned it. Now, where does someone get the skip shader?
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http://map-forge.net/wiki/doku.php?id=tutorials:areaportals_data:areaportals1 I'm running into problems with this method not working properly for making area portals. From what this says I basically make a door. Then, I make my area portal brush. Do I cover the entire area portal brush in SKIP texture and then pick one side and then place AREA PORTAL texture on that one side only? What is happening is my door will open, but, my player can't walk through the area portal. He's blocked. Now If I use the older method of just using the area portal on the entire brush, My player isn't blocked. Any ideas as to why this happens?
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After waiting forever for Lost World, I can't figure out how to install the damn thing. ugh.. Nice they don't put instructions with it. So, I'm going with your suggestion and give that a whirl. I haven't played SOC for 2 years so this should be a nice replay. Thanks for the suggestions.
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Maybe it has to do with your video card drivers. See if you can roll them back to an earlier version and see if that works. I've been lucky with old games on Windows 7 that I have.
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I heard that complete was good and pretty stable, but, it made the game easier. I may try that one out on Call of Pripyat. I took the chance on Lost Word:Origin w/ the English language patch for SOC and I'll see how that is. Its got some new areas in it and stuff.
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For those of you who have Shadows of Chernobyl or Call of Pripyat, did you ever find some good mods for those games?
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Any idea on why this model glows and if it can be turned off or anything?
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Invisible parts on advanced shapes - Mapping
IrocJeff replied to Fire Phoenix's topic in Modding Assistance
You can make a handrail from a bevel and thicken it by 2 and it looks ok. Its flat, not rounded, though. -
I never could get into Stargate much, although I tried. However, this looks really well done. That control room is really nice. Any more shots of that?
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I can think of one place his requests may fit. What happens if he's making a single player map and wanted to use Obama or Lincoln as a gag in the level. Like you take a left turn in a dark ventilation shaft and fall into a room that is designed like the white house briefing room and he's at the podium giving a speech or something. If it was a Taft model the podium would have to be a bit larger, but, you get the idea.
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Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
I'm sticking with the interview. He's probably not in it and its just a red herring for people like us to post about on message boards. -
Star Wars Episode VII Discussion
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
It may be a rumor.. here's what I found http://www.starwars7news.com/2014/05/colin-baker-discusses-rumors-about-him.html#more