Jump to content

Vulcan

Members
  • Posts

    92
  • Joined

  • Last visited

Posts posted by Vulcan

  1. Yea I was about to mention that :P

    There are some shaders in JKA that are not used or are remnants of various tests.

    Noticed that when I first started mapping :P

    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. ;)

  2. ^ /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 :P

    DT. likes this
  3. Easygen is something that I mostly use. But I use Vue 10 Xstream to create most of the heightmaps :P

    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.

  4. 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)

  5. Haha don't worry about scripting :P

    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 :P

    Think about the surfaceparms for skyboxes, and use that.

  6. 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? :P
    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! :P

  7. 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 :P

    ofc that's modeling and photoshopping mostly, but the same applies to architecture.

  8. 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 :P
    I.e. use the tag_weapon for the NPC, and the tag_muzzle for the vehicle! :D

×
×
  • Create New...