-
Posts
92 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Vulcan
-
Oobah, where are the lights?
-
If two models have the same name, you can count on conflicts Also, scroll around in the mighty console. The game might warn you about something on startup. (Shift+~, and scroll around with page-up/down)
-
Haters gonna hate! :3
-
I would be ok with the new saber look, if the jedi have the old style :> Otherwise I can deal with it, we live in 2014 and almost 2015, Star Wars is from 1977, so things are different. In the end it's the story that is most important
-
Double sided (cull disable) + transparency shader, possible?
Vulcan replied to Psyk0Sith's topic in Modding Assistance
Remove the blendfunc of DTs shader. It creates soft edges, but they dont work well in some cases. the alphafunc already produces an alpha -
Yea I was about to mention that There are some shaders in JKA that are not used or are remnants of various tests. Noticed that when I first started mapping I open up a bsp file and look for the texture or place various shaders next to each other in a test level to test them. Ofc it's faster and often looking better if you create stuff from scratch though.
-
^ /sv_pure 0 would solve that DT85 Just add a sv_pure 0 cmd in a autoexec config file Just a thought, it might have to do with the compiler not being able to read the shader files. JKA might handle the file ok, but q3map skips the surfaceparms. So ingame it looks like water, but doesn't have its properties
-
Dariannt's Maps I am working on right now
Vulcan replied to Atranoth's topic in WIPs, Teasers & Releases
Could use some shadows! Thought about creating your own sunlight sky shader? -
Easygen is something that I mostly use. But I use Vue 10 Xstream to create most of the heightmaps You can combine it with Photoshop to create perfect flat surfaces. So yeah, Easygen can be used as one of the tools to create a terrain in, but heightmaps can be made in countless applications. Vue, but also geocontrol even. Vue is also able to export material alpha masks that can be combined with a generated Easygen terrain. So think about slope independent generation and such, what makes terrain look better.
-
Soo... After years of playing JKA, I found new stuff!
Vulcan replied to Angel Soul's topic in Jedi Knight General Discussions
No but never knew about that either, thanks for sharing -
^now this is information I might use in future projects Does that apply to md3 files too?
-
Make a misc_model, instead of misc_model_static
-
6 key triggers when running CPU-intensive programs?
Vulcan replied to Jango40's topic in General Tech Support
There's your problem lol -
It's an EFX file (read Effects). You can easily create one yourself with effectsED (It's in the JKA SDK) or take one from the basegame. Add a fx_runner in radiant and add a fxFile key, and a value to your liking. Example: Key: fxFile Value: Effects/misc/waterfall.efx Tip: the "delay" key can be adjusted to make the effect play more, or less. And thus create more dense or less dense fog. Key: delay Value: 100 (the effect repeats itself faster) Or value: 500 (the effects plays every half second)
-
6 key triggers when running CPU-intensive programs?
Vulcan replied to Jango40's topic in General Tech Support
Wireless? Replace the battery -
No need to hurry Projects like maps take a long time, so i'll use this myself as placeholder: And I don't think it doesn't look that bad now does it?
-
Haha don't worry about scripting It's actually not that hard. And otherwise you can use target_activators. Six buttons, switch one activates 2, which activates 3, all the way to 6. Switch 1 also activates a timer that will deactivate switch one, and that deactivator is also triggered by the 2nd, 3rd, 4th, 5th and 6th to extend the time the 7th button can be used. About the grapple, I think if you add a brush on the sides of another and give it a shot only clip it'll do fine Think about the surfaceparms for skyboxes, and use that.
-
Is it possible to create new saber colours?
Vulcan replied to BruceJohnJenner's topic in Modding Assistance
-\(ovO)/_ I prefer red, my skin works better on that -
Is it possible to create new saber colours?
Vulcan replied to BruceJohnJenner's topic in Modding Assistance
I'm not sure, but I remember my brother using one of those mods many many MANY years ago I'm talking about 2004/2006, so I hardly have a memory of it. Makes me feel nostalgic lol -
How about a tut on that Szico VII? xD
-
bevel glass wall doesnt reflect the blaster shots
Vulcan replied to Langerd's topic in Modding Assistance
The way I overcome the patch limit is basically creating a brush and cutting it into roughly the same shape as a patch. I think that'll also overcome your problem! -
Ok, so let's flip the coin around! I'd say create some sort of ghost haunting the building. A ghost much like how Jedi's become one with the force, but a sith lord like ragnos. Ragnos would be a little cliché, so you can add in a new character (desann's tomb?) Or how about a sophisticated trap, (that has wet walls from rain, so players can't use the JA+ grapple (Shotonly clip)) that leads down to a room that has floor pieces collapsing and lava flowing in in a spectacular and dramatic way? One of the things that you could add are different buttons (force powered) one the end of various puzzle rooms. If every button is pressed, by either globally or just per player, a main room's button is activated and players can proceed. What I've never seen before on Korriban type maps are Legend of Zelda like puzzles. At least, not that I know of. What you have to decide is whether the reward is globally or per player. But do think of a way so the final button has to be worked for every time you play on that map it feels like an achievement when it's finally open. Riddles? Treasure maps? You name it!
-
Dariannt's Maps I am working on right now
Vulcan replied to Atranoth's topic in WIPs, Teasers & Releases
I'd say grab a pencil and paper and draw some scenes! I'm currently mapping too, and noticed it's sometimes best to stop working on radiant and think about what techniques and designs you like to use. When you have a design that goes from teacup to mountain you get great maps I'm currently making a design for a forest so I have to design the floor plants, small ferns, bushes, small trees and big trees for example ofc that's modeling and photoshopping mostly, but the same applies to architecture. -
I've never done such a thing, but it might. The probe's tag bolt is called *weapon, (tag_weapon). The X-wing for example however has them called *muzzle1-6 (tag_muzzle1-6) So I think it's class dependent. But whatever it is, I don't think it will be such a problem because you can just add both of them in the same place. The game will use the one he needs, and ignore the one he doesn't that way I.e. use the tag_weapon for the NPC, and the tag_muzzle for the vehicle!
-
Chalk, I might come late to ask this, but couldn't you add a tag on his gun with the same name as the imperial probe droids weapon tag(bolt)? You could configure a nice NPC file if you do I think