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Everything posted by IrocJeff
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Script Not Saving But Still Loads in Behaved
IrocJeff replied to IrocJeff's topic in Coding and Scripts
I have 10 pro 64bit but that should pop up when i go to save the file. If its not hidden maybe something in my preferences in regards to the directories are messed up. -
Script Not Saving But Still Loads in Behaved
IrocJeff replied to IrocJeff's topic in Coding and Scripts
I dont believe so because i usually have show hidden files checked. I'll double check at home this evening. -
I modified an existing script I had made a few years ago. It compiles fine but does not appear in my "script" folder after saving. I got the initial script file from this location, and, saved the new script to this location. It didn't load in game and I received no errors when triggered. NPC just spawned. Now, It does exist in this location if I search through behaved to load the script. Gives me the .ibi and .txt file. But, if I go through Windows explorer or my shortcut to the folder, it does not appear in the folder. Anyone have an ideas?
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As of now map 2 is sealed and all new rooms are connected to old rooms and stuff. SO, the map is now completed structurally. I did way more re-texturing and slight changes across the map and its way better looking than in the original. I have to make some doors, add some npcs and some other detail here and there. Lights. Need those in some areas.The bad news is that the grinder thing I wanted to put is removed. It would have taken up too much area where I initially had wanted it. Basically, it was cut for time. It is saved so I may use it in a future project. This map was one i wasn't really happy with overall when i initially made it all. The new sections and resdesign of some old stuff helps a bit albeit pushing back its release. I honestly don't believe I'll have this issue with maps 3-6 since much like map 1 were pretty much what i wanted, just eliminating ladders.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
IrocJeff replied to AshuraDX's topic in WIPs, Teasers & Releases
So, will what you are working on eventually replace the need for Radiant? -
Rian Johnson to direct new Star Wars trilogy
IrocJeff replied to Circa's topic in Star Wars Franchise Discussions
I would really like to see somwthing from the Imperial perspective. Or A rip off of Goodfellas just set in universe. -
Is it weird to lose interest in the series?
IrocJeff replied to Mert-K's topic in Star Wars Franchise Discussions
I've lost interest in being hyped for the new stuff. Still love star wars as a whole, though. -
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.
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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.
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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.
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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.
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Who is more Annoying? (Penin vs. Binks)
IrocJeff replied to Gorc's topic in Jedi Knight General Discussions
I never played Skyrim but thanks for the heads up. -
Who is more Annoying? (Penin vs. Binks)
IrocJeff replied to Gorc's topic in Jedi Knight General Discussions
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. -
NPC that always has saber on but never attacks
IrocJeff replied to Droidy365's topic in Modding Assistance
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. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
IrocJeff replied to AshuraDX's topic in WIPs, Teasers & Releases
Well I didn't know. But thanks for the info. That's why I ask questions. -
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.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
IrocJeff replied to AshuraDX's topic in WIPs, Teasers & Releases
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. -
Its REALLY close. Nice work. Now, all we need is Tim the Enchanter
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Thats great. I think the helmet needs to be a hair wider but other than that eell done.
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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.
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. Thanks. That clears that up.
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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.
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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.