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IrocJeff

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Everything posted by IrocJeff

  1. I want to make some decal textures of numbers in the Aural Besh (sp) font, which i have, but, I'm confused on the transparency part. I know one layer will be my image, but how do i set up the background layer that isn't drawn? . I posted a decal shader since this is what I'm using as a base for the decal. textures/decals/mp_imperial_symbol { qer_editorimage textures/decals/mp_imperial_symbol polygonOffset q3map_nolightmap { map textures/decals/mp_imperial_symbol alphaFunc GE128 blendFunc GL_DST_COLOR GL_SRC_COLOR } }
  2. Started working on the re-design of the big pool of green goo room. Instead of one large tank taking up the floor its now four separate vats. The big air purifier with the goo pipe pouring into the pool is now gone. This goo will flow from 4 pipes above each vat. There are 2 large tanks where that was. The whole room has been redone but I haven't compiled yet. I'm still adding more pipes and the designing the ventilation ducts. Hope to get a compile before the weekend.
  3. Here's some better lighting of the original two. For those that have played this for JO, this is where the new section starts. You will NOT fall down into that room of radioactive waste again. To the left here is a stairwell which leads down.
  4. Got a free green leather chesterfield executive chair thanks to a neighbor moving. So much better than my old one.

  5. Got a free green leather chesterfield executive chair thanks to a neighbor moving. So much better than my old one.

  6. I like posting shots since it shows i'm actually making progress. However, it also spoils the changes for those who played this before in jo to do so again in ja. The suprise is gone and the changes dont have any effect on the plot.
  7. Here are some images of the new section, unfinished. I cut and pasted lights from elsewhere and forgot to change the radius so its a bit red! However, you can see stuff. The railing still isn't finished (top handle) but this leads to an archway to a stairwell to the original map. This is all transition area. I also wanted to make an arch so I did. Used a bevel, then made brushes and cut along with bevel as a guide so its all brushes. Easier to texture. Here's a bit wider shot. The two tank like textures will probably change.
  8. So, I am still working on map 2. Been more difficult than I thought trying to add something new to this map. Good news is the stairwell area is done and I'm nearly finished with a bottomless pit room that has quite a few large pipes snaking around each other and a catwalk along two sides of the room. Its not compiled yet but it should turn out well. This room will then be connected to the trash grinder room and then I just have to connect that room with the original map. Then, finish the vat area where the slime waterfall was and then connect that to the upper levels of the original map. The good news is that I'm very happy with how the rest of the maps played and were designed so that should only be textures/shaders and re-doing ladders to elevators.
  9. Still working on map 2 with the route change thanks to the ladders and stuff. I decided to add in a garbage grinder to the map. Map 2 needed this and it'll make the flow of things a bit better as well. Here is a shot from a test map that rotates and stuff. Two will be put together and them I'm making a housing for it. It'll look really neat when done.
  10. Did anyone watch The Orville this past weekend? Did you like it? I really enjoyed it.

    1. Psyk0Sith

      Psyk0Sith

      I missed it but i might binge watch this winter if any good.

  11. I'm about 3/4 through map 2 right now and have played it all the way through to the last ladder before the tram area ( for those who played it before). The first ladder I just cautioned taped off so you'll have to find a new way down to the lower walkway. Everything else runs as it should but I have been going through and changing some textures and lighting. For those of you that played this the large ooze pool after the control room will be a bit different. This is because I have to remove the last ladder and have some sort of elevator up. So, there will be a small redesign there as well as a different path for the player. Again, not huge, but, I always wondered to myself where all this toxic waste came from from such a small operation. So, that'll be fixed. Good news is that I have, in this map, 2 or 3 door switch shaders that work so I have to go back and fix those issues in the first map. Here is the final shot of the new warehouse from a different angle. Decided against anything computer wise on the small platform. It looks alright as is.
  12. The gloves look fine they just need to be a bit on the more leathery, tan, brownish looking side since the arm is a bit pasty looking.
  13. This is with about 90% completion. Still need to add some computers in the control platform area and some other assorted cargo type things. Then, hook up the ductwork to this and test it all out.
  14. Here is the re-designed warehouse area in the beginning of map 2. It should have been 100% done by now but golf, free HBO Now on Roku, and sleep have impacted that. I still have to add the cargo crates, add some light entities to illuminate the ceiling a bit, and put some pipes in which I am doing right now. I kept much of the scheme of the first warehouse area when you come down the big lift which I should have done originally. I'll try and add more images tonight.
  15. I had the same issues with Windows 10 Pro 64bit and Radiant 1.5 with the glitchy windows. Also had this issue on Windows 7 Pro 64. Radiant 1.6 won't run for me but its been a while since I even tried, 2 years I think. I run Radiant 1.4 with no issues. BehavED also works for me with no issues as I really don't use any other tools besides those.
  16. That is a great idea and similar to what I wanted with my next project. Although, I wanted to have a few blasters like an e-11, a-280, ect but you could only use one at a time. If you picked up a replacement it would drop. Same with the pistols.
  17. Map 2 ( waste treatment area ) is not as bad as I have thought. With the exception of remaking the warehouse areas match a bit more and running new ductwork to crawl through ( I never liked the original idea) its all Nar Shaddaa textures from JO that i need to import over. Most of the shaders missing are yellow lights which, again, just need importing over. Outside of the new construction, 1 elevator shaft to replace a ladder, this is about it. I'm hoping to get some shots of the new warehouse part up Sunday.
  18. I'm curious as to how the SplashRadius works. How is it measured and from where? I know its in units but is it like a sphere like light radius is and does it start with the fxRunner or does it start at the target_position its aiming at?
  19. Alright. Apologize for lack of updates but map 1 is now pretty much completed. The opening crawl works now. I've also gone through and did some lighting and texture changes to give the map a bit more uniform look. You'll have to play it as I don't want to show too many images. The one ladder has been replaced with an elevator and the other ladder shaft is just closed. I'll just replace the other ladders with elevators where possible. I miss the ladders, personally. I still have door switch shaders that work in JO but not in JA but that is a problem across all 6 maps. Briefings and Mission Objectives will be done at the end of this conversion process. Map 2 will be started this weekend. I know I said no major changes but I have to go back on this just in this level. I never really like the transition from the end of level 1/ Start of level 2 ( little warehouse area) and then you open up into this larger one. After some time and thinking about this that larger, second warehouse, the one with the overhead crane, is going away. This section will be more similar to the start of level 2 and a bit smaller and tighter. The transition from this area through the ductwork above the garbage chute will still be there, though. I might also have two ways to get waste treatment area of the map and you can come in from the sealed door across from the garbage chute as well. So that is it for now.
  20. That error you are getting is probably from a brush with too many sides. That pillar you have in this image... http://imgur.com/a/C27Sr Is that made from a brush? Also, while building a box around your leak works, its sloppy building. Make sure all the brushes that touch the " void ", IE, the space in which you build, are structural. Remove those boxes and trace the route of the red line and check those brushes. Just highlight the suspect brush. Right click. Then choose structural to those brushes that touch the void. Compile and see if you got it or your leaking in another spot. Repeat until you are done. When you build pretend everything you make is under water. If you don't seal each room its going to leak. That is why there is a grid layout. make sure all your corners line up as in the image below. That is sealed. That's all you have to do. You can look at this image from top down or pretend the bottom is the floor and top the ceiling.
  21. Look at your walls in the room you are in now. See how they meet the corner. _l <--- like this. That is how your structual brushes should meet in the corners. Same with floors and ceilings. As per your skybox whoever posted its too big is right. Since you have open areas you want outdoors just seal the room as normal but add the sky shader to cieling and any other wall brushes you want to be sky. You can do this all over the map and it'll look fine. Here is an example of something I made, which is a 4 walled room, but one wall has a sky shader. If I used sky on the ceiling that would be space as well. This will save you compile times.
  22. No, you don't need it. If it was bright before you made those rooms was it bright from the beginning? Did this happen on the first time you ran the map?
  23. Is the whole map the same brightness or just that part? It could be an issue with _lightmapscale values. You can check by opening up any structural brush on the map. A wall brush, floor brush, ect. Select this brush and open click on N for the entity window. If you see a Key with called _lightmapscale and a value from 0-4 or something like that, delete that key. If it is just on those movie seats the light is off, are they a func_group-? If so, do they have a _lightmapscale set to them. You check the same way as above. Outside of that I'm pretty stumped.
  24. Alright. What version of Radiant do you use and what are all of your BSP options? I just ran my one of my maps with the "simulate old style" choice and I noticed nothing different in the lighting in game. try this Make a room like 512x512x128. Texture it with any texture that does NOT have a white box around the image. Place 2 light entities suspended in the air at opposite ends of the room. Not up against the wall but maybe 32 units (8 small squares) away. Give them a light value of 128. Place an Info_Player_Start in the room in the middle between the two light entities. Save. Now, run your Single BSP META that should be atop your choices. Then, run something like Single light fast super 2 filter Finally run the map in game. Did this change anything?
  25. It should be dark but if you used a shader that emits light the light entity wouldn't matter. You probably didn't do that. I know I can run the BSP option and then the Vis Fast after that and that seems to make the map a constant brightness for testing purposes I guess. Did you try any other BSP options? The first TEST one is the one I use most often.
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