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Everything posted by IrocJeff
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That's because my lights are high up on the ceiling and the images I posted didn't show them. The pipes and the ceiling in the middle are sunk from the rest of the ceiling so stuff gets hidden in those iamges. I also removed the light entities I had up there around the spotlights so it looks darker because of that.
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Well, I still didn't get around to adding in Pande's chair models yet but I'm saving that for later. They'll get in there some time! No matter what I did and how I lit it I really didn't like my reactor. I even tried it again with rotating arms and other stuff but was kinda disappointed with it so I deleted it all out and was left with a giant cave and a walkway. I turned that into an Imperial Shuttle landing platform instead. Still serves my purpose except you don't crawl around on the base of the reactor to reach the next area, you crawl on longer pipes from down an access hatch. I did want to keep the power cable stuff as that was my favorite part. So, the reactor itself won't be made but I cooked up some transformer type things and was able to reuse the cable idea in this room. Both Shots are with No-Clip on to get a better angle of it all. I'm still messing with the wall structure (black parts) and the greenish pipes above the transformer-thingys. That upper walkway will actually occur earlier in the level where the player will go through it and then be on the bottom catwalk later on in the level. I have a few areas in this map like that which is neat I think. I'm thinking of putting in some fog on the bottom of this room as well. The lower catwalk is suspended about 200 units from the floor so it'll look neat down there. Other than this, I've been messing around with water in winding sewers with little success. Maybe spending a bit too much time but you get sidetracked and that's how it goes.
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More JKA Modding sites, that are still active?
IrocJeff replied to GamingPrince83's topic in General Modding Discussions
I don't think there is much really. Massassi.net has some stuff but its probably the same stuff that jk3files has. -
explain your method a bit more please..
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This may be a faster way to go. I didn't really think of the func_train. I could basically use Rich's tutorial and just invert the train to be in the Z axis. If my train travels outside the void for example, would that cause any problems?
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Thanks, that sounds easy enough...
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In the ICARUS manual it says that the MOVE command will make a brush move from one set or coordinates to a second set of coordinates. So, I make a conveyor belt and a cargo container. I script the cargo container to from point A to point B. This is fine for a straight shot. Say I have an "L" shaped conveyor belt. Would I use a second MOVE command for next set of coordinates that I want to container to go to ?
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I played the Demo of the 2009 Wolfenstein and the only thing I didn't care for was the upgrading weapons part. Was kinda dumb I thought. How was the whole game if you played it?
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http://youtu.be/o5NazZLoBNw Was watching Wings of all shows on Youtube and this was in the featured or sponsored video slot. There are a few more trailers there if you search Wolfenstein The New Order as well. This looks pretty good.
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I'll pass. I'm a huge metal fan but I have to draw the line somewhere. Bands like Sacred Reich, D.R.I., Nuclear Assault, and Toxik may have done this 20+ years ago, but, I'd still rather listen to them bitch and moan about Reagan or The Cold War because it just is written better.
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Targets, area portals, and the mythical hint brushes
IrocJeff replied to Artemis's topic in Modding Assistance
Make a brush the side of the entire doorframe and cover it in the system/areaportal shader. Then adjust it to fix entirelyinside the door. This means if you made your original doorframe 5 units thick, the door would be 3 units thick, and the areaportal would be 1 unit thick. The only reason i've made them multiple is from the above. You make a brush the size of the frame, assuming that "side" is a typo because you can't make a side, and cover it in the texture. -
Targets, area portals, and the mythical hint brushes
IrocJeff replied to Artemis's topic in Modding Assistance
So the area portal should only be on the visible sides and the skip texture should be on everything not visible is what your saying and that is more efficient than than just using the area portal texture all over? -
Targets, area portals, and the mythical hint brushes
IrocJeff replied to Artemis's topic in Modding Assistance
You could put an area portal in the door between your two large rooms. Its just a brush the same size as your door just thinner. So if your door is 8 units thick you could make your area portal brush 2, 4, 6, units thick. Just texture the whole brush with the area portal texture. That should stop your framerate issues. You don't need to have them at every door, though. When you start putting in target speakers you may run into some crackling issues since the area portals cut off sound. I ran into that issue with my stuff. Here is a post I made about Area Portals and some issues with some good explanations. http://jkhub.org/topic/3401-stutters-on-some-area-portals-triggers/ As far as detail and structure everything that touches the void is structural. You can also have structural brushes inside a room such as a wall or cargo containers or something to block vis, too. It gets confusing sometimes depending on how many tutorials you read and each says slightly different things. Most everything inside a room will probably be detail. I have absolutely zero clue how Hint brushes work so someone is going to have to try and explain those. -
Yeah, I'm willing to give it a go. I really like the color. Fire Away!
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Here is it with some chrome texture I didn't use yet from texturelib.com.
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This doesn't look to terrible. Looks like I see Stormtroopers, I see some Star Destroyers, TIEs, I'm interested in this Inquisitor fellow they are adding as well. When exactly is this going to place between Episode 3&4? It looks closer to 4 to me.
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I went into Gimp and just made 3 quick blue, yellow, and green textures and added some noise to them.
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They don't look good in black, that's for sure. The lights for test purposes I have are set at 500 or 600 I think so they make them look a bit brighter. I thought it gave a nice contrast the to drab Imperial textures. I'll darken up a bit the stock color textures and post more pics from the same location.
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Decided to 86 the rotating stuff and go simple. I made rock walls and cut out two walls and put in a hallway. I'm thinking of adding more pipes below the reactor and having the player navigate down around the reactor structure to get to another area. I always loved in HL2 how they did power cables so I decided to try and add them here. It worked out pretty well. All they are are cylinders cut down til they are V-shaved and then I used the solid color textures on them. Hides the shape well with solid textures.
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Yeah, I actually think that might be it. I'll have to try that method with the texture you used in the future. I did change my design a bit for the better. I'm still using Func_Rotating but I have 12 sided brushes, 5 stacked on each other with a cylinder in the middle, rotating at varying speeds and direction. This is enclosed partially with thickened bevels and some brushwork which makes it almost look like an electric motor armature with brushes around it in a partially open housing. Have no freakin clue what it does but it'll look cool with power cables and pipes and lights on it... hehe. Gotta keep moving on and can't get bogged down with some of this. I appreciate all your help on this.
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They could be Noble pines.
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All I did was make a brush 688x688 and turn it into a cylinder. Then, adjust the height so it looks like a ring, say 64 units tall. Again, neither of this matters as I've tried them with different sized patches. Next, thicken this to 8 units. After that is done, place an origin brush in the middle of the ring on the grid. Select all of them and turn into a func_rotating. In entity view, check start on and add speed 50 Compile and watch a wobbly orbit.
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Well, it was the patch after all. I made 4 tall pillars and made them move around the reactor and they moved in a circle with no wobbles.
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I tried what you mentioned above but no luck. The origin brush is working properly. I took the grid units and added them to the origin/value thingy from the editor and it was the same. I also did the info_null thing, which is really good to know, but my numbers I got from the editor grid were the same. Also, thanks for telling me about -speeds for other directions. I was going to ask that eventually. I'm really thinking its my patch. I'm going to try and make something other than rings from regular brushes and see what happens that way when used with a func_rotating.