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Everything posted by IrocJeff
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I got it working but it seems my patches are wobbly when active. I have a ring that I thickened to 8 units and it is supposed to rotate between 4 pillars, one at north, south, east, and west. Seems half the turn is good then the other half is off, but, the ring is 688 x 688. Shouldn't it be a pretty symetrical turning action? Could it be the origin brush?
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I'm making a reactor core and would like to make some rotating things around it. Can I assign this function to a patch like a cylinder or bevel or something? The manual just says: Game Function: Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.
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Played a bit too much Doom 3 for some design ideas and ended up making a room that looks better going to a reactor then a drug lab, so, guess I'm going to make a small reactor area. I wasn't planning on it but I've gotten inspired. The pipe is actually my first ever homemade texture. I picked a light blue color in The Gimp and added some noise and I made a pipe texture.
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That seems like a lot of learning to import a few models on my part. Khornsyrup volunteered to make some stuff for me so I just have to wait and see what he comes up with.
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It was a greyish texured, cylinder shaped item that appeared in my map. I didn't look at tris or anything. It looked like a barrel to me. I didn't try any other models.
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What's the proper way to get a model in game? If any? In a previous post it was said that q3map2 can compile 3ds and obj models. I made a new folder in my models directory and then downloaded a model of barrel and put it in there. I added it to the map and it showed up with no texture in the editor and when compiled, although the model itself showed up no problem in the test map. Do I have to re-texture these models myself?
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I said the same about the description part. I think it'd be the easiest thing to do.
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Those images were just to show the machines..Here are better ones. I added a Double Dragon and Mortal Kombat game in there since my token machine didn't work out to well. I still have to add the table legs since I totally forgot them. Going to put in some tv's on the wall and figure out a better sign. I decided on Emperor's Wok. Sign says Hunan, Cantonese, Szechuan, Dine in or take-out, Phone# KL5-5555. I may just go with a longer text sign above the yellow lights and put in two more menu item images. Here's a closeup of the soda fountain and some models from Nar Shaddaa. All I really need to do is find a tray model and some silver ware models and I'll be set. I'm still messing around with some textures and stuff for the trim around the serving windows but I'll take that stuff up later on. I'm starting the labs floor now which is a smallish area before you get to the production floor.
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Personally, I can see where lil_binger is coming from but it really comes what your definition of modding is. When I first got here, I had to read through the forum posts because I didn't know where mapping went, either. I assumed it was in modding assistance but I had to look because mapping to me really isn't modding. I don't look at what I have done and say I've mad a mod, I'm just making levels. I always thought mods were more like total conversions where you take the game and turn it into something else that is different. Maybe all that has to be done is add the word mapping or level editing in the modding assistance description and it'll help people out more.
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http://3dexport.com/free-3d-models I found this site and was wondering if anyone has used anything from here before?
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Finally got the video poker machines done. I actually played the hands that shown on the screen. Here's a better lit shot of the arcade machines. I've got Turtles in Time, Donkey Kong, 1942, Galaga, and Pacman.
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I think the Cairn or doomgiver model set has a spotlight with a glow or aura projecting around the bulb for so many units. Is it possible to replicate this with the light entity or would a shader be needed?
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Doing pretty well on the Imperial Base level. After building two maps I found that I'm more productive when I make rooms, light it, and give it its basic design. So, these are pretty bare but I'll have more stuff in them in the future. Pretty much just wanted to save time so I opened up Kejim and followed some of that design. I don't think my hall's are as tall but I used a similar texture scheme and design. The metal in the rock will be windows and you'll see part of the drug lab down there when it gets built. Here is a narrower, darker hallway. I've been trying to do more in terms of transitional areas between main points of interest for better design purposes, when possible. ...and then I get to the cafeteria area and I CAN'T seem to get it right until I build the detail first and then build the room around it. I tried to make an arcade game and I used dimensions from people building their own home cabinet so I got something pretty accurate in terms of size. Same with the chairs. I found dimensions for cafeteria chairs and stayed around those and they turned out pretty good. I'm going to modify and re-texture them for desk chairs. Behind the arcade machines on the wall i'm going to put in a bank of video poker machines. I think this cafeteria is going to be Chinese food so i may tinker with Imperial Dragon for its name.. get it... Imperial Dragon. I already have some items up on the images above the closed cafteria line. Need to add more cafeteria stuff and redesign and re-texture the ceiling but this was just a test compile, really.
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I voted for a gun. How about the A-280 blaster rifle or something from the Rebellion?
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Well, you are not going to see Lando here, either. I really wanted to replace Kyle but I kinda need him or else my story won't be the same. I do need help from someone who's familiar with scripting and animation THAT CAN KEEP THEIR MOUTH SHUT to help me out when I get to that part, though. I don't want my ending being leaked. I'm glad you like it so far. I'm really loving the rock walls. I have a hallway in the next room with 4 big windows that overlook part of the factory floor. It looks like a Kejim hallway with one side rock wall the other that standard wall texture. The clean, sterile Imperial textures mesh well with rock. The cafeteria is next on the list for areas of interest. I'm thinking it needs a pool table B)
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SOooo, I install the toolz wherever I want. Then, I put q3map2 anywhere I want, as long as the toolz portion points to that file. Finally, I rename those two shaders only?
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I edited my post so now it's accurate.... At any rate, what's the deal with setting up those programs? I downloaded the Toolz one and its just the application. There is no readme or anything so does this just go into any directory I want? q3map2 has info in the "readme_previous" that is confusing. I made a q3map2 folder fine at E:Games/JediOutcast/Radiant1.4/Q3map2. Now, my common.shader does not have common/terrain or common/terrain2 there. I'm assuming that's for Wolfenstein and I don't have to do this. If I do, where do I get these shaders from? Then the q3map and cel shader are in the Extras folder. So, that should be easy to do. Is this all there is to getting this going?
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Well, we figured out why the phong shaders would not work. GTK Radiant 1.4 's version of Q3Map2 won't compile them!! At least for me they don't. I don't like 1.5 much and I'm comfortable with 1.4 so I'm going to use 1.5 version of Q3Map2 for my compilings and edit in 1.4. Here is a shot of of level the firsts outdoor area with the shader used on the sand pile. Kinda breaks up the sandyness.
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I had much better luck on the next room. I made all my blocks square and manipulated them that way. It was much easier and didn't cause as many issues with the seams showing. Its about 90% clean and 10% seam showing which is better than the previous room.
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I know about Phong Shaders, but, they don't seem to work for me. KhornSyrup made me a few shaders for my outdoor terrain. No matter what I try they don't seem to want to blend. Not sure why. I have the new shaders in my maps texture directory. The shader is in the shader file.. Heck, I even tried it in the script folder. I have no clue on what could be wrong.
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In Kejim Base where the ice thingy cryogenic chamber that Kyle shuts down. It shoots frost or air or something. Does anyone know they specific effect they use in that level ?
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I'm not concerned anymore. The 200 ammo count max is doing well enough on its own. I'm still not having luck on your shaders. Everything I do looks like the image I sent you.. Is there any tutorial for this you can point me to?
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It didn't work for me, and when I fired the blaster and touched the ammo box my ammo went up.