-
Posts
1,114 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by IrocJeff
-
-
I figured this out. I just had to delete the key pair in all the brushes that referenced this pcx file.
ooeJack likes this -
"LoadPCX: Couldn't read terrain.pcx" is the final error I seem to getting on compiling my first map to run in JA. Now, Way back in 2013 I did make the original mesh in easygen but I really don't recall using a PCX file in the project. I know I re-textured the all the brushes and used the alpha shaders made for me but I do not recall including that in the finished project.
Do I have to remake the terrain mesh again?
ooeJack likes this -
An update:
I've got all my missing textures squared up for the first map. Models, npcs, and scripts all seem to be where they belong. It appears some entities are targeted to the wrong entities which is kinda odd. So, that will all need to be sorted out. Friday I'll work on getting shaders transferred over and hopefully get to run in it in JA for the first time. Its all going pretty well so far.
-
Good to know you're still modding Jeff. Good luck with transferring over the assets to jka.
That is what I'm working on now. UGh...
-
Alright..
So I'm going to release this monstrosity for Jedi Academy. I loaded up my first level and its really not too bad. Decent amount of textures and some shaders are missing. Can't compile and run it yet so I don't know how much I actually have to fix over 6 maps.
My other project is on hold since I can't get Warzone's trees to work and I can't use Blender to save my life to make my own. So for now this is what I am working on and maybe help will come may way with that other project in regards to trees and other stuff.
Don't expect monumental changes. If no one got ladders to work in JA that will be the only design changes to the project. Some textures will be different as i'm not going to mirror it exactly.
And that's that.
Bek likes this -
-
How do I load them?
Open the map files in GTKRadiant. My files are included in the apibitor.pk3 file in the Original_MapFiles folder. There will be many missing textures so you may have to load the textures/Icestationwampa folder to your texture directory if you don't want to see the missing texture texture in Radiant.
-
Redesigned the barn by making the roof a bit more angular in the middle and then the side addition ate up some open space. Probably going to change the wood texture to something colored but the roof is staying put. The area I'm standing in will be gated shut and the player won't be able to be in here but for now its open.
-
Finally get to update this with textured terrain. Not much, but , it is a start. The grass texture is going to be changed cause it tiles too much. Looks too distorted when its made larger. The wall texture is from Textures.com. 15 free downloads per day which isn't too bad.
This bottom shot is the larger field area which might get cut down a bit. Byond the wall there is raised terrain ( caulked ) which I want to put trees on. So, most of the background here would be trees. The inside the wall area is either going to either be empty and dirt or have some smaller vegetation in it.
So, if anyone has any ideas or models or textures or thoughts let me know.
scp_chaos1 likes this -
ooo This is the fun part. Where you're finding the bugs in your code or have found previous work that you've finished which is working, and are doing the same thing now, but it's NOT working, and you gotta find the differences between the files etc. Good fun
Welp.. Good luck with it!!! I don't think I can help much with this apart from some words of encouragement.
ooeJack
Well, your luck has worked, sir. Thanks..
I really don't know how I got it to work. After updating the compiler it still would not work. So, I re-added the textures again and then caulked everything in the test map and then re-textured it once again. So, now its working.
Going to start texturing my terrain in my project and will get images up of that this weekend.
Thanks for all the help everybody.
ooeJack likes this -
Gave up on his for now. Using what was made for me from jkhub member in 2013 in my jo project. I'm at work and on my phone now but the shader is posted on google drive link.
I'm using 1.4 so I'll update the compiler and see if that is it. I've forgotten much of this little stuff since last time.
-
Alright, I'm freaking lost here. I found a post from summer 15' where I got this to work and can't for the life of me do it this time. Not sure what the heck is going on. I've checked my previous work and nothing is different that I have noticed. I've included all my textures, shaders, shader list, and test map file on my Google Drive. If anyone can take a look at this and see what is wrong I'd greatly appreciate it.
https://drive.google.com/file/d/0B_HRn54BTmRDUFNvOVlwY0VkSTQ/view?usp=sharing
-
Simon OC has a nice tutorial on terrain blending using alpha volumes like you want to, give that a read.
Wish he could dumb it down a wee bit more. I'll read through it again later tonight and see if it makes more sense.
-
Rob Halford's christmas album is
just getting ready to post up this one....
Omicron likes this -
-
I have all the shaders someone made for me a few years back both for the textures itself (dirt/rock) and the blending shaders. I'm going to reuse those to start texturing my new terrain, but, with different textures. Do the blended textures have to be in .TGA format?
Also, here is the shader for one blend and for one of the alpha thingy's. The alpha's range from 0,25,50,75,100. Is there anything that should be added to this to or to make it better or is this basically it for terrain blending shaders?
{ qer_editorimage textures/icestationwampa/darkrock_dirt_blend.jpg q3map_nonplanar q3map_shadeAngle 75 { // Primary map textures/icestationwampa/dirt.tga rgbGen identity } { // Secondary map textures/icestationwampa/darkrock.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } }
textures/icestationwampa/alpha_0{qer_editorimage textures/icestationwampa/alpha_0.tgaq3map_alphaMod volumeq3map_alphaMod set 0.0surfaceparm nodrawsurfaceparm nonsolidsurfaceparm transqer_trans 0.7} -
Here is a shot of the level from the view of where the manor house will be. Outside the of the yard around the house and some land around the barn this is pretty much done for playable outdoor area.
The manor house is going to look similar to this. The first and last image of this place (in the link) are what I'm using for reference for the house and the road towards it.
http://www.dordognerental.com/rental-properties/manorhouses/near-bergerac/le-bourdil-blanc.html
Now I am going to have to get the blended textures created for the grass/dirt and dirt/rock and whatever else.
-
1. Should I make it for Jedi Outcast or Academy?
2. What programs do recommend for mapping, texturing, scripting, and adding custom sound clips?
If you need some real world examples of how stuff works.. doors, elevators, trains, scripts, triggers, then feel free to download my project
https://jkhub.org/files/file/2293-a-plot-is-brewing-in-the-outer-rim/
All 6 .map files are in there and might help you out some.
-
Here is a bit more terrain added in. Behind the barn in the field will be a vineyard. Blame it on the TNG episode I saw Saturday where Picard visits the family vineyard on Earth
The raised area behind the wall in hte middle of the image will be trees. The road will make a left turn and work its way up to a manor house. There will be a path the player has to take and ways will be blocked and stuff but you get the idea. This map will take place at night time as well.
I'm making the playable part first. and then going to go back and build the non-playable parts.
1400 brushes total so far which I'm pretty happy with.
scp_chaos1 likes this -
An imageless update, but things are going well. Starting to work on the road from the barn to the manor house. The field will now be a vineyard. Decided this would work well with a manor house. I raised the barn about 40 units higher than the road, so the path from the barn to the road kinda angles downward and gives the road a lower look even though its flat, but bumpy.
Until i get blended textures made its going to be rather difficult to show how its supposed to look but i may post an image later on tonight.
scp_chaos1 likes this -
Our function commands look the same, still nothing happens. Do your func_trains use a button to make them move, or they move on their own?
No, I just have the "Start_On" box checked as this is to be run constantly.
Only thing I could think of is to start over and build it all again. I don't remember what tutorial I used when I made mine. Even though this seems to be for a platform, its basically the same concept. See if this tutorial helps you out any. You're probably doing something really small wrong that is messing it up.
-
I haven't been exactly able to see what did you do since you have a huge amount of brushes that caused my pc to lag (ye I got weak pc =D), but I have seen only that you have 'linear = 1', I tried putting that in and nothing's changed. I think that I need to make a trigger in that room that will make those func_train move.
I apologize for that. I cut most of the brushes out and re posted the map file again.
https://drive.google.com/drive/folders/0B_HRn54BTmRDNFVrY05WTU4wb1k?usp=sharing
-
Very interesting this project I think would look good with some m4 sherman. But the terrain you have created is quite good. keep it up
Tank m4 sherman
a repulsor lift tank maybe, not a sherman!
Its slow going creation wise but the terrain is really smooth. I'm working on more of it now and just going section by section.
-
Info_Player_Start Check Boxes Missing
in Modding Assistance
Posted
I noticed that my player spawned with the stun button but did not have the blaster pistol. I went to look at the info player start entitiy and noticed that I don't seem to have those check boxes when I select the entity in the drop down list. My spawnflags are set to 32 but those check boxes are gone.
Any ideas?