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Everything posted by IrocJeff
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Well, no... I just put the set type anger script line in its own task. I didn't put all the stuff within the tax on its own. I'll give that a go and see what happens. I've been messing around with it more and I'm getting closer.. We'll see what happens.
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No, that didn't work all the way. My storm trooper will run to the point consistently but he'll just stand there staring at me. If i shoot him, then it seems the anger script kicks in and he does his alt-fire thing. He won't fire at me on his own.
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I have a firefight where the player goes behind some crates to take cover. There is a trigger here which spawns two storm troopers to run from the room the player was just in. Its a long, L shaped hallway. I have the NPC's set up to wait for 3 and 4 seconds before entering the fight. My problem is that both will enter the room and fire, 1 will enter the room and fire, or both will stay in the room they spawned in and not move at all. Here is the script I have written. I'm not sure if I have the WAIT in the right spot or should it be stuck under the first task. I'm using some basic tutorials I've found. BTW, I have the same script for the second npc just with different values. Could the angerscript be triggered when the NPC's hear the firing and its overriding their tasks?
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I'll have to add in more of those types of hallways in the next level. I wasn't aware using area portals like that with those hallway with the one door portaled and the other not. Nice to learn this stuff when two maps are done.. hehe.. Why don't you explain how hint brushes are used and where you use them since you seem to know about this stuff..
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That's a good reason.
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I've noticed that between my two maps this is an issue that is more annoying then anything. Sometimes when walking through a door w/ an area portal there be a slight stutter once when going through the door. Same with triggers. I have spawning NPC's and I can tell when I hit the area portal because I get that slight stutter. Sometimes I'll hear a crackle but I'm sure that has to do with the target_speaker nearby. This does not happen every time but it happens enough to be noticeable. Could it be something in-game, the compiling process, my video card?
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I forgot to comment on this... Funny you should mention this! The Thing was on AMC's Fear Fest this year and that was part of the inspiration for this part of the map. I had a small station made, a landing pad.. It was pretty neat but I could never get the terrain right for snow. Also, I had problems making snow drifts on the walkways with patch meshes. Anyhow, it all worked out well in the end.
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Heck, I wish I could do what I'm doing in Source! Yeah, I don't have JA unfortunately but I'm sure you'll be able to play it when its done....somehow....
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Well, you're hired. I have to make some adjustments to the script itself and I'll send it to ya. You can do both troopers if you want, just change the pitch on one of the voices is all.
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Well, I really don't know how to do that which is why I didn't mess around with it. Terrain threw me for a loop. I think its just the tutorials that get me screwed up, like when I used EAsyGen to do this. The now renamed Gnur helped me with a new skybox and I switched from snow to sand and it worked out well enough.
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Navigation for airborne droids and other flying robits
IrocJeff replied to IrocJeff's topic in Modding Assistance
You ever watch Futurama? Its how Zoidberg pronounces Robot. He has that Jewish-Catskills accent that's funny. " Again, with the fighting" or saying "What is" in an inquisitive manner instead of saying what is this or what is that. If you watch the Twighlight Zone Rod Serling pronounces it the same way. My family isn't Jewish, but older folks from the North East where i'm from pronounce it that way too. My grandmother always said Robits. -
Yeah, I added yet another new room, crossed the 10k brush mark ( didn't realize I made that many) and came up with a neater way to enter the level than before. So, THIS IS the final construction that needed to be done. In the top of the image some ductwork with an open grate. This is how you get from the hangars to the waste part. You actually plop onto the the top of a garbage chute and navigate yourself to the ground somehow. I made a door that opens up on the other side and this is where they toss some trash.. just down into a pit... If the player opens the door and goes down the chute he'll die... At an rate, this waste area is pretty cool. You follow a set path throughout the game but there are areas you can't get to and locked doors just incase I want to revisit this in the future or someone else wants to make a secondary plot to my story they can use parts of the map in theirs. Level 1 is 99% completed. I went through and fixed some stuff. Basically, all door switches now have the active/inactive textures with the Func_Usable entity. Yeah, I have ZERO automatic doors in both levels. I have to add in my opening crawl and that's it for level 1. Hurray! Level 2. I went through and changed the lighting color to a very light blue. There are some white lights as in the image above, but most have that blueish hint. I changed the light textures, also. Same with above the door. Found a red door light in the Yavin set and changed ALL my doors around. Did some texture changing on door controls, lights, some floors, made shelf items, new computer screens with Star Wars font but real text. So, you can take screenshots of them and go and decipher the text after playing! I have to start adding Imperial workers and Stormtroopers to this map next and get all that stuff situated which shouldn't take too long. I'm also looking to see if anyone is interested in being my stormtroopers. I have a simple script that needs to be recorded so if anyone wants to help out in that department that'd be great. I'll do all the audacity stuff and you'll be credited of course.
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Navigation for airborne droids and other flying robits
IrocJeff replied to IrocJeff's topic in Modding Assistance
I put an interrogator in my map but I have no flag for flying. I'm using GTK Radiant 1.4. All NPC's just have 4 boxes with X and a check next to them, then under that the Shy, DroptoFloor, etc... Is one of those x's the flying flag? At any rate, the interrogator spawned and hovered there until I fired at it and it followed and attacked me. Could it be set by default? -
Call Dell and find out. Even if it has the same 24 pin plugs if Dell's is wired differently you'll be in trouble. For example, if Dell's is design has a 12v plug where EVERYONE elses has a 5v wire in that spot you'll fry something. You gotta watch your off the shelf systems when replacing the power supply if they use their own propitiatory design.
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Navigation for airborne droids and other flying robits
IrocJeff posted a topic in Modding Assistance
For stuff like probe droids and the other ones in the game.. is there anything special that I have to do with their navigation or anything or do I just put all the waypoints, combat points, or nav goals on the Z axis? -
Avira Anti virus and Windows firewall is fine. I use AVG and Windows firewall and don't have issues. I also run Malware Bytes occasionally which is really good as well. But, your not 100% free and clear. You have to make sure you do your windows security updates often. When you download and install programs do you install the add-on software that comes with them like toolbars or other programs? What about your use of file sharing programs, browsing habits? It all adds up and is just as important as an AV program.
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That setting there actually worked pretty well. Funny the tutorial had this setting you gave me much different. I repeated this setting about 3 times and messed about with the amplify effect and it sounds pretty good, for a robot generated voice from an online generator. I guess I have to post for voice talents now. EDIT* Actually, I just did 2 repeats with the equalizer setting Circa gave me, then once with the preset "Walkie Talkie" setting, then finally using the amplify setting to make it a bit louder. This turns out even better, even with a Robot voice...
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I have a tutorial found here, http://audacitytutorials.webs.com/stormtroopervoice.htm, which is supposed to get a stormtrooper effect on a voice file. I'm running into an issue when it comes to the high pass filter. I have no setting in my version of Audacity for Quality under the high pass filter. It says to set it to 2.5 but I only have Rolloff and Cutoff Frequency. Does anyone know of a better way to get this stormtrooper voice effect? Maybe a different program or something?
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You may also run into an issue, depending on how big and complex your map is, where you end up hitting a MAX Shader limit and then it will give you number in parentheses by how many you exceeded. It doesn't have to do with how many physical shaders your map has but how the engine or whatever calculates shaders or shadows or something. To stop this try and func_group things you make together and you can add the Key: _lightmapscale Value:2 to these grouped brushes. It'll make the shadows less complex. You can also add this to your worldspawn settings to it will affect the whole map. Otherwise, you may end up with missing shaders on models, items, ect... You can read a bit about it here...http://forums.massassi.net/vb3/showthread.php?22675-Max-shaders-!-! As far as your Radiant issues you probably hit a shortcut key combination by accident and it caused problems. Everytime I run into these issues and can't figure it out I just re-install the damn thing.
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Yeah, that was it. I just textured both sides and no issues...
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The windows are already detail brushes. I know you are only supposed to texture one side of the brush for glass. Should I try texturing the glass on both sides?
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In the image below is a sesspool area that has a pipe with slime flowing out of it. Where the arrow is coming in from the left is the top of the water line. When viewed through the control room window, where the image was taken, you can see the waterfall effect go through the slime pool. However, when this effect is NOT viewed through the control room glass windows it stops on top of the slime pool. So, it acts and looks like a normal waterfall. I can put brushes to hide it under the catwalk,but, does anyone have any idea as to why this happens. Is it from the caulk on the window brushes? The glass shader itself?
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The porting thread, which I skimmed through a bit, got me thinking. I have about 120+ new textures in my project. Some are from free sites that allow the free use of them, which I posted in another thread. I do, however, have A LOT of stuff I just took from Google Images. Stuff like my Coke Machine front, signs that I modified with the Basic font, and I do have many images from computer screens and terminals for various screens throughout the level. Now, I did not contact each person who took the image that I modified or used directly. None of those images were watermarked or anything but from what I remember whoever took the photo is the copyright holder of that photo. So, if I choose to upload my project here when it is done is this going to cause issues with this site and its hosting policies?
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After 2 levels and a combined 18,152 brushes I'm finally done with all my rooms. The radiation part is added so I have a rudimentary geiger counter sound which is pretty neat. I got the overhead crane working and decided to make a tram to take you to level 3, if I ever get around to building level 3. Going to add in NPC's now and some stuff I spot along the way. Would like to do some Stormtrooper conversations since I found an Audacity tutorial for it but who knows. Here are some screenshots, albeit dark ones, of some later stuff I made. This one is another in the sesspool area. I have absolutely no clue what the purpose of open waste pits are and why they aren't just piped into some container but it sure makes for neat level design. This is the tram that goes from the waste treatment center of the base to the production area and Imperial compound part, level 3 or 3&4 respectively. See, the first part, run by the Rodians, handle the smuggling of the cargo. This waste area handles the chemical waste of production, waste of the base, reactor waste, and so on...This area will be mostly Imperial Technicians and troopers. This tram is how they travel from the compound to this facility. This is the tram platform area. This and the room before it is where we start getting into a bit more Imperial looking textures. Now we are getting into newer constructed areas of the facility. There are some crates dead ahead in the black and behind the player. I reused the coke machine again since I can't find another texture to steal on Google for a soda machine front. I made a trash can next to it with the little white stick figure tossing away trash on it. I also made some benches with cherry wood texture. They look pretty cool. I wanted to add in some arcade machines as well but decided against it. I may add that in future projects.
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You already know the basics so you've got most people beat so that's always something to be proud of I think the best thing to do would be to take some screenshots of other FPS games similar to what you want to make and use those as references. I have about 115 Black Mesa images of hallways, pipes, stairs, computer terminals, interesting areas, and so on that I took in game. I'm not copying it directly but its nice to have some reference to build on. It really helps quite a bit, especially when you are not architecturally or artistically gifted. Another thing that I personally think is beneficial is trying to design to scale. I'm not saying convert grid units to feet or meters, but, it does make things a bit more realistic when things aren't out of proportion.