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IrocJeff

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Everything posted by IrocJeff

  1. 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.
  2. 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?
  3. 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.
  4. 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?
  5. 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.
  6. 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...
  7. 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?
  8. 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.
  9. Yeah, that was it. I just textured both sides and no issues...
  10. 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?
  11. 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?
  12. 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?
  13. 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.
  14. 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.
  15. Thanks for adding that one. I added some others I found some use from to my original list above.
  16. Thanks. I'm glad you like that site. I just found it a few days ago looking for metal textures for some pipes to replace other textures I found and figured someone might need it. I have some others bookmarked that I have to go through and I'll add them in.
  17. Well, its art... so I started the thread here. Just thought I'd share some stuff I found while making my project for free textures that may be some help to people http://texturelib.com/ free, but downloaded limited http://www.texturecrate.com/ http://www.mayang.com/textures/ some good stuff http://www.freepik.com/ some usable stuff here
  18. Well, I played around with this a bit more and it appears the problem I ran into was length of the ringtone itself. It was 13 seconds. I cut it down to 1.5 seconds using Audacity. I then started again just using Trigger_Hurt and the sound in the test map and it works great! I enter the trigger, the sound goes, and the player gets hurt.
  19. I was able to find a cell phone ringtone of a Geiger counter and get it to load in game. Hurray for this! It was 32-bit and worked sort of ok. I set it to a trigger hurt and then I tried it with a trigger multiple. The sound just keeps playing though, even when you leave the trigger. I have an area where I have a sealed room Kyle falls into where radioactive waste is. I'd like the Geiger counter sound to play when he's in the trigger but stop when he's out of the trigger. Would I have to set this up with a target speaker?
  20. Just what I love about forums.. contradictory information! I think I have the jist of if it now. Thanks for all the help.
  21. How does one go about adding new sounds to Jedi Outcast? I've seen wav and mp3 files in the game so I'm guessing those are the 2 default formats I'll be using. Is there any specific bit rate on this stuff that needs to be taken into consideration? Kinda like textures must be a power of 2. Any specifics with each file type? Could someone explain this process to me or link me a good tutorial?
  22. Here is a totally, 100% free game. Its a game that gets better the further you play it. The first bit seems like the textures from the first Half Life were used but it gets better as the game goes on. David Duchovny does the voiceovers in the cut scenes, too. http://www.fileplanet.com/216672/210000/fileinfo/Area-51-(Free-Game)
  23. No problem. I stole the Star Wars meta keyword from the jk3 site.
  24. I think you have to share links is what I'm trying to explain. Do all the sites that we link to link back to us in turn? I think that has to with relevancy in SEO at least with Google. The more visitors the site has is beneficial. Another thing I noticed is that the forums link in the HTML code does have Meta keyword info in it but the main page does not. Add this line to the main index page of the site may help. <meta name="keywords" content="jka mods help community modifications jedi academy jedi outcast files downloads tutorials forum wiki jk3files jk2files filefront gamefront boards news jkfiles jedi knight star wars jedi hub jkhub ja+ jawa ja++ mbii moviebattles skins models maps hosting server "/> Maybe adding more keywords in may help, too. I don't see mapping or level design for example. Star Wars is also missing. I'd throw in Star Wars, too.
  25. Yeah, Search Engine Optimization is the best bet. One way Google ranks pages is by linking to other sites. If JKHub has a facebook account or similar social media and a like button can be put on the homepage or something may help things out a bit more. My friends Santa Gig website went from being ranked on the 9th page to being #1 with only about 50 ish facebook likes. We have over 100 now and are still #1. Linking to other similar sites may be something to look into as well. JediKnight3.filefront.com has a place where you can submit a link to your site to theirs as long as you link their site on your's. Being that if you type in Jedi Outcast Files and it's the #1 site it would be a pretty good link to do since its popular. Here is the direct link on that site http://jediknight3.filefront.com/links/
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