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IrocJeff

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Everything posted by IrocJeff

  1. I would really like to see somwthing from the Imperial perspective. Or A rip off of Goodfellas just set in universe.
  2. I've lost interest in being hyped for the new stuff. Still love star wars as a whole, though.
  3. This image here is the corner of the "ambush hallway" before the elevator to the green vat room. Its where if you crouch behind those crates to defend yourself two stormtroopers run in from where you came about 5 seconds later to blindside you. Just Changed textures and some lighting. Instead of having that dull, open hallway before the control room i just made this little L shaped area. The elevator is to the right hidden by the wall.
  4. Here's a shot of the new "vat" area from the control room. Now, if you look under the catwalk that is the walkway you can't walk on and is just there for ambiance or whatever. This angle, with the improved lighting, lets you see a bit more.
  5. As of now the map is sealed ( after numerous leaks). That is what you get when you work on a bit here and a bit there and forgot where you left off. At any rate, here is the only image I can show you as its finished, minus lowering the lighting a bit so the spotlights on the banners show better. This is the room from the grungy, waste treatment plant and right before the tram and the start of the Imperial part of the base. Where I am standing looks like the opposite end of the room just with no stairs. I redid a few areas but they need better lights before images are posted so this is it.
  6. Thanks. changes are still being made so i think in this image the lights got a bit larger and the area below the catwalk now has fake doors and lights and some crates. You can't go there anyway but if you look down there is something. Anyhow, been working a bit nightly since last update. I just finished the transition from waste treatment area to the imperial area and that looks great in Radiant. Instead of an elevator I made stairs, a jumping puzzle (easy), and another air duct now connect the area with the vats to the imperial transistiony part. I STILL have to make the room with the grinder thing which should be started Saturday. Stll have some holes so I can't compile yet but should have images tomorrow night.
  7. I never played Skyrim but thanks for the heads up.
  8. Jar jar is good comic relief that is needed with such wooden acting in the prequels. He got better in the clone wars series, especially the scene pretending to be the general. His fumbling with that chair at grievous's desk is comedy gold. Rosh was definitely more annoying and i did not like the cutscenes in ja with him. Part could have been the voice acting, but, the character of Rosh himself was a bit of the problem for me.
  9. If you want it to happen later you'll need to have it triggered somehow. Like the player touches a trigger which spawns the npc which runs the script. Otherwise, your going to need to add to the script more instructions. Say add a wait task for 30 seconds then after that run the main task.
  10. Well I didn't know. But thanks for the info. That's why I ask questions.
  11. Well written song and good production.. and melody, too! Doesn't sound like a wall of noise like a lot of death/black metal after the middle late 90's.
  12. Its great your adding terrain creations since that is tedious by hand. Handshaping terrain isn't too bad for small areas but for what I want to do its a bit tedious. However, since this is for 3dsmax how many of us can afford it, unless there is a free version of somewhere.. *cough cough. That all being said, would it be possible to implement something where you could generate a grid of say, for example, 1024x1024 subdivided by X amount of vertices. Next, you can have something like a tool where you can highlight a section of vertices, like a circle 64x64 or 256x256 or whatever, controlled by the mouse. Then, assign a key to raise and one to lower that highlighted vertices. I always thought that would make a quick and efficient way to make terrain.
  13. Its REALLY close. Nice work. Now, all we need is Tim the Enchanter
  14. Thats great. I think the helmet needs to be a hair wider but other than that eell done.
  15. I like the idea of the details from the texture showing through, especially for painted number decals. Ill try both methods and see what's what. Thanks.
  16. . Thanks. That clears that up.
  17. Not really, no. I make an image of the the number 4 on a white background. I make it a .jpg, toss it in the right directory, and there it is for me to add to my map. Problem is there is white behind the 4. In a decal, its just the 4 with no background. So, how does the background get removed? How does it become transparent? What do i need to do to the image to make it transparent.
  18. Got some basic lights and did a quick compile. There are 4 vats, above each vat is like a "fume collector" or something. The pipes lead from a large tank behind the player and the goo will pour out of those pipes hanging down. Look in left glass from control room. You can see it hanging down. There are large ironlike pillars on the walls and they'll have lights as well so that'll illuminate the vats better. This is just to give you guys an idea of what I've been working on since Monday.
  19. I want to make some decal textures of numbers in the Aural Besh (sp) font, which i have, but, I'm confused on the transparency part. I know one layer will be my image, but how do i set up the background layer that isn't drawn? . I posted a decal shader since this is what I'm using as a base for the decal. textures/decals/mp_imperial_symbol { qer_editorimage textures/decals/mp_imperial_symbol polygonOffset q3map_nolightmap { map textures/decals/mp_imperial_symbol alphaFunc GE128 blendFunc GL_DST_COLOR GL_SRC_COLOR } }
  20. Started working on the re-design of the big pool of green goo room. Instead of one large tank taking up the floor its now four separate vats. The big air purifier with the goo pipe pouring into the pool is now gone. This goo will flow from 4 pipes above each vat. There are 2 large tanks where that was. The whole room has been redone but I haven't compiled yet. I'm still adding more pipes and the designing the ventilation ducts. Hope to get a compile before the weekend.
  21. Here's some better lighting of the original two. For those that have played this for JO, this is where the new section starts. You will NOT fall down into that room of radioactive waste again. To the left here is a stairwell which leads down.
  22. I like posting shots since it shows i'm actually making progress. However, it also spoils the changes for those who played this before in jo to do so again in ja. The suprise is gone and the changes dont have any effect on the plot.
  23. Here are some images of the new section, unfinished. I cut and pasted lights from elsewhere and forgot to change the radius so its a bit red! However, you can see stuff. The railing still isn't finished (top handle) but this leads to an archway to a stairwell to the original map. This is all transition area. I also wanted to make an arch so I did. Used a bevel, then made brushes and cut along with bevel as a guide so its all brushes. Easier to texture. Here's a bit wider shot. The two tank like textures will probably change.
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