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IrocJeff

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Everything posted by IrocJeff

  1. This is a neat idea. Are you making this with intention of just making the ship itself for sake of doing it? If so, my suggestion would be to use Elite Forces since you could probably save time when it comes to creating textures. Models, too.
  2. Don't know if you saw this movie, but Max Von Sydow plays the evil Brewmeister Smith in "Strange Brew". Oddball movie but really fun. A fun fact, Angus Macinnus was Gold Leader in the first Star Wars movie and also played the character of "Rosie" LaRose in Strange Brew.
  3. I voted for Empire Strikes Back. I liked that the Empire had the upper hand in the movie, for the most part. We found out that Darth Vader had a boss and that glimpse of him without his helmet on was pretty neat. The movie also showed a bit more how the Empire worked, or didn't in Ozzel and Needa's cases. Personally, I always liked the shots on the star destroyers bridges especially when Darth Vader would walk by and those guys in the pit would be all panicked looking. The humor was good, too. You could see that with all the incidents between R2 and/or C3po throughout the movie. Even Yoda was fun for a bit. He must have been a trip until the Jedi got a hold of him. It ended with Luke finding out Vader is his father, Han is taken by Boba Fett, and the Alliance is regrouping. Kind of a downer but I think that is what made this movie the best.
  4. If you are in college or know someone with a valid .edu e-mail you can probably pick up an OEM version of Windows 7 for about 30 bucks for ISO version through Microsoft Student Web-Store. When I was at UCF I got my copy of Windows 7 this way a few years ago. http://www.microsoftstore.com/store/msusa/en_US/edu
  5. Anyone here into his stuff? Any favorites?
  6. I just downloaded it and it works fine. It doesn't show up gray for me, just the red missing texture texture but it loads fine using Radiant 1.4. Much better to navigate in this version than in the first one you posted!!
  7. You could scale down the pool table and arcade machines a bit since they seem oversized compared to the size of the player.
  8. i just downloaded the newer version and played it. I got the max shader error!!! There is a place where you walk up the ramp, turn right, and you can see the swingset. There is a missing texture right at the top of that ramp.Other than that I really enjoyed it. I was going to offer you the Pac Man sound effect since I have that on my Pac Man machine in my map but you have that in there already....
  9. I used to dual boot Mandriva 2009 and the Gnome desktop environment had that cube desktop. It was really neat to use if you needed to have multiple windows open at once. I liked it much better than Windows' Flip 3D.
  10. They usually seem to have a good OS then they put out one that is kinda meh...then follow it up with a good one.
  11. Going to add some more.. http://www.mb3d.co.uk/mb3d/maxTextures_Home_-_Free_Seamless_and_Tileable_High_Res_Textures.html Free, Tiled and or/seamless ones http://seamless-pixels.blogspot.com/ Here is another seamless one
  12. I'm glad someone chimed in on that because I don't have a frickin' clue how to do that. I'm just happy I could make the banner It really isn't needed to have it wavy or move or whatever. Yeah, it'd look neater but its not something I want to waste time with.
  13. Here's some obscure hair bands for the list. http://youtu.be/eC63uD3sCOI http://youtu.be/v_pFJR-2qqE http://youtu.be/pVGDtqg0hH4
  14. This is a two level room with a big pit in the middle. Its kind of a main intersection point of the base of sorts. I borrowed a bit from Call of Duty 2 design with the Nazi banners they had and came up with Imperial ones to take up some of the grey from the structure.
  15. No problem. Glad I can help. Since you have an older system I'll send you one of my maps to play and see how your system handles it. I just have to pack them up into a pk3.
  16. I'll give a review. Ahem. I really liked the temple but I have no clue what the mechanism is. So, I'm a bit upset about that part. I was picturing like they worshiped a nuclear bomb like in Beneath the Planet of the Apes. The switches on the 4 sliding rock doors on the top level... they are too large and out of place looking. I'd just replace them with red lights or something. In the main room with the glass floor. The wall texture has pipes on it. Cut out that part of the texture and make real pipes in there . It'd look better. Under the glass is a bit dark and I had a hard time getting around down there.The fire effect, the curly thing on the stake, and the portal door thing had no textures show up for me. I did hear the fire sound, though. The ground level has missing texture where the two statues are where you go down into a dead end. Also, add some lights or something to the other area on the ground with the big wooden/stone thing. There weren't any light sources in that room. I did have a tendency to die when going through the 4 portals on the top room from time to time. I really liked the room in spoiler #3 the best. That is really neat and well done. You should make more of that design. I'm not into multiplayer maps or playing them so I'm not going to get into that part of it. I'd just add a bit more detail to some areas and add some more lights where it looks too black. I went all over your map and my framerates stayed at 90 no matter where I went. In fact, no matter who's map I play they pretty much stay at 90. Your map works fine with 4gb of Ram, a GTX 460 SE, and a Phenom X4 955. You have a good map there. It'd look better with terrain but that's a bit more work. I liked the sound effects and the flying things. I even liked the lilypads. Those were neat, too.
  17. If its for Jedi Outcast send it me in PM. I'll have a look around.
  18. Glad that worked. If you type in your problem into Google and put Jedi Outcast or jk2 or something after it it seems to get results from the old Lucasforums or Massasi forums that were answered 10 years ago. Same with using Quake3. That's a good word to use in a search as well with errors or something because the Quake3 forums are actually still active. Here is a direct link to that forum. The sticky threads are really helpful with errors and stuff. http://www.quake3world.com/forum/index.php
  19. I think there is a physical shader limit and then there is the max shader error. It has something to do with internally generated shaders from lightmaps or something during the compiling process. Lets say you have some complex brushwork. I have a ton of railings in my maps around pits and stuff. I don't adhere to the Star Wars Universe lack of railings policy around bottomless pits. Each segment of the railing is made up of 12 brushes. I may have 40 segments around a pit. Even if it is made up of detail brushes, the lightmap process doesn't see it as one big railing. Actually, I'm not sure if sees each brush or segments them or what. Someone more knowledgeable may explain that better. At any rate, this is what adds to that shader count. So, again, not sure how many it would add. This holds true for stacks of cargo crates, a shelf you made, and so on.. To combat this shader count from going up you can do a few things. First, the easiest way to go is open up the worldspawn and add a Key: _lightmapscale and a value:2 . What this will do is lower the quality of the shadows by a bit. This in itself should free you up quite a bit. On the flip side, you can add a value of .5 and make the shadows even better, but, it'll raise the limit. You can also target a specific func_group and add the _lightmapscale and value to it. Now, whatever you made will only be affected by the _lightmapscale and whatever value you gave it. Also, you can combine these. You can add it to your worldspawn and you can add it to func_groups. Overall, it doesn't really reduce quality by much. You may notice a slightly lighter shadow but i can't honestly tell much difference.
  20. Do you hit a shader limit or do you get the max shader limit error?
  21. Biggest thing that slows my workflow is called getting sidetracked on the internet on something stupid..
  22. Do you mean a 2d or 3d selection or both. I don't think in 1.4 you can shift click in the 2d window and select stuff, at least I never figured out how. Is that what you mean when you say about selection being slow? Could processor and/or ram affect this much ? I don't seam to notice any function of either editor I use to be laggy or hang up other than when moving too much stuff at once.
  23. I primarily use 1.4 that is what I'm comfortable with. I use 1.5 when I have terrain blending to compile because the version of q3map2 in 1.4 doesn't want seem to compile it. 1.5 has a better 3d view but I don't like the selection part in the 3d view because sometimes it'll select too much if I drag the mouse around where 1.4 doesn't. Even stuff that I can't see in the 3d view beyond the room I'm in. I'm also not a fan of the texture menu in that bottom window. Its buggy for me where I get a white bar up in the 3d view from when I scroll the texture window and I like the selection for everything up top. I had issues with both editors when I would move sections of my map that were too large and both seemed to crash moving the same areas. I also ran into issues where it seems 1.4 had a tendency to act up and mouse buttons seemed to be re-mapped. I'd lose all 3d movement at times. I'd just shut down and restart the program and it'd work again. Between the two I think I had 1 second faster compile time with 1.5 over 1.4 using the TEST compile with Super2 in it. For a 12,000 brush map it took 145 seconds in 1.5 and 146 in 1.4. I know I can build and do stuff quicker in 1.4 since that's what I'm used to and I think that's why I stick with it.
  24. Finally finished all the rooms and stuff for the Station map. I had to remove the lab part i just started and that will be the fourth map. I got up around 13,000 brushes and decided to make the labs/factory area seperate to keep the compile times shorter. Now, I have to go back through and put the detail stuff in that I planned for the station level and then add the bad guys. The labs/factory part will be smaller so it should get done much faster. At any rate, here are some lab area shots. The entrance to the lab area. No signs or anything yet as its still in the basic phase of design. This is the same room but I managed to make sliding double door with glass which is pretty cool. Figured a lab area would benefit from that. I got stuck in my door that is why i took damage.. hehe.. Took a bunch of screenshots of the lab area in Black Mesa to get an idea of what to make for the individual lab rooms. I have this cabinet and some sort of incubator-like machine made up. I'm not sure I want to stick metallic or more white in this area for the cabinets and stuff. I found a whiteboard with Meth formulas or something on it so that was pretty neat. Going to put this on hold for a while until i gather stuff and get some more ideas. So, if anyone would like to donate any models that may fit a lab like area I'd be willing to take them!
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