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IrocJeff

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Everything posted by IrocJeff

  1. 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.
  2. 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?
  3. 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.
  4. I voted for a gun. How about the A-280 blaster rifle or something from the Rebellion?
  5. 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)
  6. 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?
  7. 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?
  8. 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.
  9. 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.
  10. 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.
  11. 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 ?
  12. 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?
  13. It didn't work for me, and when I fired the blaster and touched the ammo box my ammo went up.
  14. I played on the Battle-Field 1&2 servers for IL-2 for a long time. The learning curve is really high and I'm still a TERRIBLE shot. I guess the angles still get me. Most of the time I flew ground attack since it was a mission based server.
  15. This is one of those S-Shaped transition hallways. Decided to try out the rock wall thing here using 3 brushes and manipulating vertices. Turned out pretty well. I raised the floor grating 8 units and lowered the ceiling 16. Gives it some dimension. Also, this is one of the brightest images I think I ever posted so that's good. This is more of an issue I'm finding with the vertices manipulation. Where my crosshair is the seams are perfect. Other area's not so much just around it. Is this something that I have to keep moving and re-testing or will a shader clear this up ?
  16. Pretty much done with the first part of map 3, the entrance to the actual Imperial Base part. The tram takes you from the Waste Treatment area to here. I made the walls with a NetRadiant Tut I found on handshaped terrain that actually made sense, and is really easy to do. The dark lava rock texture is brighter in game The tram drops you off in a cavern that is basically this catwalks, the building at the end, and an unreachable part in the next image. The big door under the Imperial logo is an elevator and there will be another door on the right of that shaft. This is just a place that I threw in to give some Stormtroopers a place to shoot at the player when the tram arrives. It also hides some problems I had with manipulating vertices in corners. I just took them out and made a walkway built into the rock. Worked on this for a few hours and am already up to 1000 brushes in 1 room. Fortunately, I've been func_gouping stuff early on and doing some _lightmapscale adjusting on these parts so I don't run into the Max Shader Error as early down the road.
  17. Asgarath83 mentioned a JA map that started with 15 ammo. I looked through the menu stuff and could not find anything. I'll have to go through them yet again and see. Its like reading Greek.
  18. I had two options. Option 1 was to reduce the starting ammo to say 25-50 and then control the amount of ammo in game. Option 2 was the weapon.dat file since that is how the ammo maximums changed in the Ultimate Weapons Mod. As a test I messed around with those files and took a wild guess at putting it into a pk3 and it worked! I took the blaster ammo down to 200 and depending how big you are with alt-fire. I had to find a way to toughen the game up since most aftermarket levels seemed to benefit the player in terms of health, items, shields, and ammo. I think I have 1 shield and 6 health packs throughout 2 levels. No saber or force powers. Its pretty tough to go through even though I designed it and no where the enemies spawn.
  19. Now that most of my issues are solved (except ammo count, although the max ammo is reduced), and waiting on some others to finish up their efforts, I started work on map #3 This is the Imperial section of the base. Its newer, cleaner, and hopefully won't look like Kejim or Cairn. I'm going to make this part of the facility a cross between clean Imperial and that black lava rock texture. You've probably seen this in James Bond movies and stuff. As far as landmarks go I think I'm going to include a cafeteria of some sorts in this one. Billiard tables might be easy to include, some arcade machines as well. I know I have to make the drug production equipment which I have no clue on. Most of my meth lab or drug lab searches on Google don't really fit well into the Star Wars Universe... unless I gut the Millennium Falcon and use it as a mobile lab... HAHAHA I'm more than likely going to have to exagerate the designs from the Breaking Bad lab here into something larger. I have some other secret stuff I can't tell you about that I'm adding as it will ruin the story. If anyone has a suggestion of what they would like to see in an Imperial base post it here.
  20. From one point in the video its looks like a P-39 Aircobra that looks remarkably close to IL-2 Sturmovik. Is this a true flight sim like that or is it arcade like?
  21. oh that's a good one too!
  22. This is pretty good! Smart to have a Jedi bartender as well.. My favorite fan thing was Troops. I always liked that one.
  23. This is the only way it worked. I'm not sure why, though. I don't see how a trigger or it set directly would make a difference if the script is the same.
  24. There has to be some commands because in Bespin_Undercity there are terminals and they have sound played that only is in front of the terminals themselves. When you leave that area it stops, when you enter it starts.
  25. Well, all the "selectable" force powers are now disabled, but since I never tried to jump, guess what force power is still there... That's right.. Jump is still forcified... any ideas?
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