-
Posts
5,207 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by eezstreet
-
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
Selfishness is the opposite of selflessness. I'm saying that everyone is at least a little bit selfish. Yes, even me. -
JKO in Unreal Engine Porting Discussion
eezstreet replied to CaptainCrazy's topic in Art, Media & Technology
You do realize that JKA and JK2 are both licensed products of LucasArts, right? As in, LucasArts told Raven that they could make the game (in fact, they were the ones to approach them, I believe), and LucasArts in turn takes a cut of Raven Software's profit from the game...that's generally how these things work. It isn't plagiarism or stealing of any ideas. Do you think that the concept of Jedi Knight 2 existed, that there was a Jedi Knight 2 before Raven made it? Of course not. But I'll stop here, because someone out there will say, "but eezstreet, what about songs that are remakes of other songs? what about remakes of old movies?" <-- most of the time these are given the blessing of the original creator, are public domain (something which Star Wars is definitely not in the category of) or have paid money out to the original creator. But this doesn't happen all the time. That's why you ask for permission fully. -
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
Nobody is completely selfless. -
JKO in Unreal Engine Porting Discussion
eezstreet replied to CaptainCrazy's topic in Art, Media & Technology
erm what guise lets make a kotor movie using original kotor assets in udk (cuz graficks u no) promise we wont get sued it'll be so easy common guise -
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
Indeed. But I still think that Tobe_One should be recognized. A truly phenomenal skinner. -
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
*shrug* I really don't like the concept of a thread or "hall of fame" for modders. It kinda breaks the whole intrinsic value of modding. Instead of people wanting to mod because it's fun, I think people will mod for the recognition, which isn't a great thing if you ask me. Kinda like how a whole bunch of people got onto the whole indie/UDK/Unity scene once the potential $$$ in doing so became known to the public. -
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
Our reaction was: "this list stinks, it needs more people on it" -
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
? What were you expecting exactly? -
Top Jedi Academy Authors of All Time!
eezstreet replied to Merek's topic in Jedi Knight General Discussions
Tobe_One Azymn RenegadeOfPhunk Deathspike redsaurus razorace -
fs_dirbeforepak 1, people.
-
The tone-mapping is pretty good but it would be better with maps that supported the feature.
-
Nicknames I could use for Desann and Tavion styles?
eezstreet replied to Dusty's topic in General Modding Discussions
Tavion: Over Desann: Powered -
DoF doesn't exist on the renderer. (feel free to correct me if I'm wrong though)
-
nooo u broek the graficks
-
pls StringED release, don't even want source
-
To my fellow Android users...
eezstreet replied to Mert-K's topic in Jedi Knight General Discussions
It's illegal for him to distribute game assets. Maybe illegal to use the Star Wars name too, but it depends on how it's advertised. If it's advertised as a game ported to the platform, it's illegal (I think?), but if it's advertised as a game loader then he should be in the clear. But this is a really complicated situation. -
Depends on your video card. With ATI cards, it'll be in your Catalyst settings, which you can access by right clicking on the icon in the system tray. You can set global settings, or specific profiles for certain games. I highly recommend using a profile as forced AA can break certain games (such as PAYDAY 2)
-
First chapter: Spooninghttp://youtube.com/watch?v=dYBjVTMUQY0
-
Writing a book. Totally unnecessary if you ask me.
-
Oh, I definitely would like to duel in this map. The idea of everything moving like that seems like it would make for a good duel map.
-
To be truthful, I don't really remember ever being on Map-Craft. I did a search through my email, and neither "map-craft" or "map craft" brought up any results, which means I either deleted the map-craft registration email (i don't normally delete that stuff though, but maybe) or it went to my Junk mail and was swept by the system. I do believe you though, as I have a tendency to be a dick to people and fuck shit up majorly. I apologize for that, but it's part of my nature. I would've changed the post, had you not quoted it/seen it already. Anyway, I think the approach you are taking with the ship is wrong. Instead of the ship being a moving entity, the water and everything else ought to be moving, for the reasons I stated above. The argument you stated above isn't really valid, because it doesn't actually make any sense. For example, in the Flintstones and other older cartoons, the background is moving when there is high velocity movement (ie, the Flintstones' vehicle), instead of the actual people moving onscreen. Now granted, we're working with the Titanic here and not The Flintstones, but the same principle could apply here too. I suppose that would depend on the angle that you take with the ship. If you're going for something like James Cameron's film, this would be difficult and look very bad, especially with the ship splitting in half. But you could also try a different approach here as well, by making a teleporter system that transports the player to different versions of the interior: one for vertical, one for half-way vertical, one for the ship-split occurring and one for "normal". In these sections, the ship would slowly change to match the variations in the different sections. Unfortunately this is going to not be perfectly seamless, which I imagine is what you were going for. To accomplish this, it'd require some pretty complicated ICARUS scripts, but it's feasible. First, the easy bits: you'd need to change the target/targetname of the main teleporter that leads into the ship's interior, and the destination when leaving. Easy enough, I suppose. But then you would have to worry about the actual people in the interiors, they would need to move too. So, you might make a giant teleporter in those interior sections that remains deactivated until you need to actually swap. There would be a scriptrunner as well which gets run, and calculates the position of the destination (in the next interior section) based on 8 ref_tags which are at the vertices of the triggers. From these ref_tags, get the position of the activator and add it to the origin of the next section's ref_tags, taking into account the angle of the ship. Now, that's all supposing that you actually do get FPS issues. Like you say above, others get better FPS on your maps, but I'm still a little concerned about the FPS and entity counts (and to a lesser extent, the actual choppiness of collision due to JA's fantabulous collision prediction system) because it's a giant func_static being moved as opposed to a section of BSP that has a background around it. I suppose this is all contingent on the level of detail used in the interior, but I digress.
-
vis also includes hinting. I'm not going to respond anymore at this point though, no point in doing so until you at least calm down.
-
Why not make everything else besides the boat an entity? That way A) the boat collision would be smoother and B) you can vis the boat properly. ~25 FPS is borderline unplayable, let alone 11.
-
why don't you vis like a normal human being and stop blaming the machines...ffs this should be a walk in the park to PVS...
-
That FPS is a little worrying.