Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. I said at some point that I suspected that it could be the case, since CloudFlare's stuff was popping up. But since Caelum pointed that stuff out, that makes sense too.
  2. If Jaden isn't 13, he sure does sound like it. (and Rosh is annoying like a 12 year old) Someone needs to make the model scale just slightly smaller for them so that it makes sense.
  3. Hint: you can eliminate some of the unused NPCs by using a .npc file with the same file name. But if you use a different name for the NPC, it'll be a seamless replace. So, you could replace reborn_weequay with palpatine by just using the same file name.
  4. Very nice! Did you work on this yourself? Is this for SP?
  5. SET_SHIELDED = uses a shield like Galak in JK2 (?)
  6. Visual progress:
  7. Looks like Niko Bellic got caught in a trash compactor.
  8. No, because that sentence doesn't contain any conjunctions to begin with. lern2grammar
  9. Really? Because if you learned how to figure this stuff out on your own, you wouldn't be bugging us at all. First order of business - Adding Trigger Teleports hint: trigger_multiple with usable flag set and pointing to a misc_teleporter (i think is the name of the ent) Second order of business - removing teleports via button hint: target_activate, target_deactivate Third order of business - Func_Doors on t1_inter hint: figure out the targetname of the door and have a trigger_multiple target it, causing it to open and close. Fourth order of business - scripts & spawnable stuff hint: same as #1 but with NPC_spawner instead of misc_teleporter Fifth and final order of business - messages via origin hint: trigger_multiple pointing to a target_print
  10. Probably this one.
  11. I'm at a loss for words that you don't know this already.
  12. I think those are misc_model_breakables, if I'm not mistaken.
  13. Progress! It doesn't crash when you get to the character creation screen, but it doesn't display a model either. We're making some ground here
  14. If you could make a small tech demo or show off the rendering power of this, it would be great.
  15. This is more for my purposes than for anything else. Looking up the different shader stages in order to get a good tech demo worked on. Shaders can be in either .shader or in .mtr. Most of the original keywords still apply, with some differences. Base shader data: sunThis keyword has been removed (see below) q3map_sun/q3map_sunext <R> <G> <B> <Pitch> <Yaw> <Roll>Equivalent to sun. q3gl2_sun <R> <G> <B> <Pitch> <Yaw> <Roll> <Light Scale> <Shadow Scale>Altered sun shader. Has advanced shadow casting. q3gl2_tonemap <R> <G> <B> <Exposure Min> <Exposure Max>Use tonemaps? (not sure how this works) Stage data: map <blah>This has an extra reserved keyword: $deluxemap stage <blah>This is a new keyword. The parameter can be one of the following: diffuseMap normalMap/bumpMap (identical in function) normalParallaxMap/bumpParallaxMap (identical in function) specularMap specularReflectance <value>For a specular stage, specifies how much reflectance there is specularExponent <value>For a specular stage, specifies the exponent for the glossiness gloss <value>For a specular stage, specifies how much glossiness there is rgbGenlightingDiffuseEntity now works correctly. alphaGendot/oneMinusDot no longer works. glowThis keyword no longer functions. surfaceSpritesThis keyword no longer functions. (for now)
  16. Still working on it. Does not work yet. Working on getting Ghoul2 to play nice with the new renderer.
  17. Do people even roman numeral? It should be Episode VII, not Episode VI.
  18. ? EDIT: nvm, understood
  19. no please god no I had enough of Rosh on a small screen, just imagine him on the big screen
  20. wtf is wrong with you
  21. I love it. Will play it when it's done.
  22. Pff. Real men don't need tutorials.
×
×
  • Create New...