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Vulcan

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Everything posted by Vulcan

  1. If someone has a golden empire at war pack, i'm all ears xD

  2. Here is the best tip I can give you: Since every map is different, techniques are also applied different. If I were you I would make a few test maps and try out some techniques. Once you get the result you want you use that on the original map
  3. Misc_models aren't counted as entity, but baked in the map
  4. You could create a script with various tasks, and then add a "do" random 0-5 I assume. Just name the tasks 0-5, all with other wait commands
  5. Our server (EFF) crashed during the day because there were so many people on it It was quite a party though, but we haven't had a full server in months. So we owe humble some lol. Btw for us modders, there will be a lot more people looking up to us now xD
  6. Vulcan

    Master Server

    We owe that humbledumble a lot.. Earlier today JKA had 180 players. Today, we raised the bar to 500, and there will be more once people ended singleplayer. Even today, we had our server full with people and we had to teach multiple people the basics all at once haha Guys, brace yourselves, JKA just got himself defibrillator!
  7. Vulcan

    Master Server

    Well, it's back!
  8. When I create textures I always start out 4x bigger than I need to. I create everything then, try to generally detail things, and then downgrade it. Even though details will blur a bit, it will ironically work better for the eyes. So that's a tip I can give you
  9. soundsets are pretty much created by that sound.txt (if i understand it correctly) The game looks for that sound.txt as asset, and then reads that as individual soundsets. If you create a soundset yourself you'll have to edit that sound.txt The problem is if for example, I decide to download another mod that also has a sound.txt, the game will either use your soundsets or those soundsets, resulting in random errors when the game tries to load it. It's a bit like how JKA handles custom animations.
  10. I looked it up, it's actually 1024. Now that limit is for weapon spawns, dropped weapons, NPCs, speakers, triggers, lights and all movable brushes. If I'd think of my map, I can estimate that I'd use around 30-50 doors. Speakers are dropped around the level, so i'd say I need about 150 to make the entire exterior work with random sounds, and that exterior is about 6 times the size of the platform on FFA5 to give you a sense of the distribution. misc_models and misc_model_statics are baked in the map, so unless they are movable they are not an entity. Now I'd like to add some effects, the clouds have 2 fx_runners, the waterfall will have about 3-5, and maybe i'd like to try and add some effects for butterflies or something. This map also features it's own NPCs, so that adds about 10 entities. And last there are ofcourse the various spawnpoints this map will absolutely need, so I'll estimate I need about 15 of those, randomly distributed. That takes my total to about 232 entities minimum. Admins could still spawn about 700 NPCs and give everyone weapons or force, and the game would be maxed out. In reference, The Academy V3 by Virtue has 376 on start (it also features NPC spawners) 648 for NPC spamming, and it's a pretty huge map. And ofcourse there is the king of entities, Jedi Council GCX, with a staggering 707 entities on start, featuring NPC spawners and more. Still, it's 300 below the entity limit, and it takes a while for people to move around the map. It has medkids pretty much all around aswell Now I obviously haven't been on the titanic, but I still don't think that limit is going to be much of a problem with few speakers
  11. Sound sets like in the sound.txt? Yes it's possible, but as soon as people download another map with a modder who also added a new sound.txt it will be replaced Possible yes, useful no. (if someone could tell me how to add ambient non speaker sounds it would be epic.) It's also possible to play sounds with a script, for when people are in a trigger_multiple. But I think your best shot are speaker entities. The cap for entities is higher than you might think, and don't forget that lights only count as entity if they have a light style or are triggerable. Targeted lights and normal lights are baked in the maps light map. If you don't go overboard (ahahah) with it you'll be fine. If you decide to go overboard, remove the entities that are not entirely needed when you hit the cap
  12. Can you use an icarus script to count? For example, If Parm1 = 0, SET_PARM1 (+1) :P

    1. Vulcan

      Vulcan

      Instead of doing IF Parm1 = 0, SET_PARM 1 and IF Parm1 = 1, SET_PARM 2 etc

       

      Such a long script works for counting, but it's quite a long text. :)

  13. #Drama Dude, the only game is only dying if everyone here decided not to put effort into things. The fact that the boys here at the hub are running a master server proofs that. But I do agree on that it does take long for James Monroe to check things out, sadly. There isn't anything we can do except cross our fingers and wait. (And not nagging them, because that's only annoying)
  14. Heyyy, is that my shadow decal trick? Surely looks like it!
  15. Looks like it has something to do with a LoD. As if the game reads lod2, what only has the skirt, and shows that only.
  16. I'd love to see a rescaled + repositioned saber mod though. Since they are base sabers, the pack is fully compatible with multiplayer isn't it? No change of hits or defense I take it, since the server is responsible for that.
  17. I had a somewhat similar issue while trying to import ASE's in max. I tried this online converter (I think): http://www.greentoken.de/onlineconv/ It imported just fine after using an obj format to export, including textures and everything But you want to export something from map to ase, from ase to md3 with animations? Doesn't sound like that map would work on MP (invisible doors). Did you consider creating a script, with plain func_static?
  18. Lmao Langerd, that's actually a pretty nice model xD
  19. So I tried connecting to www.ravensoft.com following a google link, and it said the site isn't safe. I tried going through an activision link, and it did work.. That's quite interesting o.o

    1. Vulcan

      Vulcan

      ravensoftware.com versus www.ravensoftware.com I guess?

  20. Dude, if I was you I would add some unique animations for the guy. Add an egg throwing animation, like in super smash brothers. Eggs could have the same effect as a thermal detonator's alt fire. Next step could be a tongue animation, pulling someone in his mouth, and pooping out his target in an egg Lol
  21. I love the clothing, it's one of the best detailwork i've ever seen But a comment wouldn't be complete without constructive criticism! In comparison, the skin on the arms is pretty low res. What bothers me a bit is that the biceps kinda merges in the deltoid muscle, and the deltoid has a pretty hard edge. With his muscle structure, the deltoid muscle should be a bit longer on the arm, and the biceps should be a bit more bulky in the middle () <- something in the shape of that (if you work in Zbrush, the default claybuildup is a way to go) Then the next step could be to add some detail to the back of his elbow, and ofcourse some hairs. It looks a bit like he shaves his arms currently! Couldn't comment on the rest though, that looks devine
  22. It looks like a fractal that comes with dark areas in general. Like how bad video formats tend to have coloured fractals all over the place. Ever played DayZ or Arma 2 at night? You get the same effects, going from purple to green, blueish etc It doesn't really bother me though DT, I think if you lit that room with a few small lights the effect wouldn't be noticed that much.
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