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Everything posted by Boothand
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If you want to record while you're actually playing, OBS (Open broadcast software) is probably a good option. Otherwise, jaMME.
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Your glorious octagon came to mind And a couple of the joints yes. By a quarter view, do you mean when there are four viewports? And having reference images behind each viewport? I'm sure most 3D packages could do that, if that's what you meant. In Blender, you can "add images as planes" and it will resize the plane to the aspect of the image. You can also choose background images for each orthographical view if you don't want to use planes. EDIT: Oh wait, you mean when you look at the model from a quarter between left and front, for example? Hmm. Well, you could set it to follow the camera, so you would have the reference in place at all times, but it sounds much better to use image planes then I suspect.
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Would image planes solve the problem? Putting images on 3D planes. Not sure if I understood though. Also, keep it up! Some topological issues on the model, but not a problem if it's your first!
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Yeah, hehe, well I didn't even mention any of the force changes. It might be an even more drastical change in the force combat from 1.02 to 1.04. I don't want to go too far into detail about these matters since it tends to create some intense discussions - that's not the point. But it's different beyond comparison. I think 1.04 tried to balance the force more (not sure if it worked!), but ended up changing it up completely again. I guess 1.02ers feel too restricted and bored in 1.04. Maybe 1.04 players feel 1.02 is too liberal. And it is quite liberal and potentially unbalanced in force, without social rules ^^.
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I will probably make a video with an objective view of the differences, but there are a lot of differences which boil down to personal taste. When they released the 1.04 "patch", it was not only a couple of bugfixes as they claimed in the changelog. The reason I put patch in quotation mark is that they literally switched out the entire combat system with a new one So in many ways, it just wasn't the same game anymore. To not make this lengthy - the main differences between JKA and Jk2 1.02 are blocking mechanics, red combos, knockback and damage. - In 1.02 there is an idle block zone (when you're not attacking), so to speak, in addition to the classic intersection blocks (attacking in a way that would get in the way of the opposing saber. JKA has an implementation of intersection blocks too). - In 1.02 you can't chain red swings, but you can follow-up blocked swings - if your opponent blocks and you aim outside their saber collision box, you can keep attacking in a direction of choosing - could theoretically go on forever. This is an incredibly interesting substitute for the creative red chains in JKA. - In 1.02 knockback is by default higher, so you give impact on your strikes. This means you can't bury your saber in your opponent unless they're pinned, or else they will be nudged away depending on the stance and direction you choose. We do have double/triple hits, but it's done by shaking or doing 360 degrees spins, only aiming the saber constantly into the opponent. - In 1.02 sabers are incredibly dangerous! A red double hit = 100 + 100 damage. A yellow double hit = 60 + 60. I enjoy JKA and can see why people prefer that, and I absolutely love 1.02 and can see why other people prefer that. In summary it invites very different playstyles. In 1.02, it's more brutal in a way... JKA can be brutal (I've seen people slice someone up in one swing), but generally speaking it has longer duels and a different mindset. When I play against the best duelers in 1.02, even just attacking them becomes a long chain of what-ifs. If they block, and instantly counter, I must get out of the way or block their attack again, then pursue them if they escape, then get out of the way if I miss, then block, then watch out for red combos, then attack them before their swing lands on me and get out of the way or block their attack immediately after.. and so forth. Duels can last 5 seconds or a minute or more. And in short about 1.04 - it is like a mixture between JKA and 1.02. At first glance, it has JKA animations and swings, but it blocks differently than JKA and 1.02, doesn't have red follow-up combos if someone blocks, and knockback and damages are lower (!) than in 1.02. It probably has other things, but again.. very different gameplay emerges out of such differences (and there are still good 1.04 players, but it has fewer players overall). The games have such different approaches, and I hope 1.02 might appeal to other Star Wars fans as well. After all, it's in my opinion closer to what you'd see in the movies, just a sort of exaggerated version of that. Not to take away the honor of JKA! It invites its own genuine gameplay, which I appreciate a lot as well. PS. Play around with cg_thirdpersoncameradamp values. They will smooth out the camera response.
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Day# 1 of training: How not to chop your own head off. Year# 10, day# 300 of training: How not to chop your own head off.
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Thanks! I'll see where this gets me and try to keep these concepts in mind and gain some experience
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Thanks for those clarifications. I think a lot of my confusion comes from trouble in imagining how adding the sources and destinations together looks like. A WebGL app like @@Xycaleth mentioned would be really useful indeed! Yeah. It might not be very useful in this particular case, but I used it as an example of something I can't figure out how to do. I tried to do something similar when helping a friend with a shader, but couldn't figure it out. He had a texture with an alpha channel, and he wanted to see the whole texture and then add another texture scrolling over only the white parts of the alpha channel, as an overlay. I feel it's in the same catecory. Maybe I'll soon post an example shader that already works, and post my version of its logic, and you guys can tell me where it's flawed still
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Just to clarify - this thread is dedicated entirely to understanding how blendFunc works The example I used (a fading light) is not what I'm here to get help with, as I could find workarounds for this particular issue using possibly better solutions than a scrolling overlay as well. (On a sidenote, @@redsaurus, alphamod brushes? Are they related to the alpha brushes used for terrain blending? It sounds interesting either way and would want to play around with that). So my goal is to learn how blendFuncs work, especially when there are multiple stages, so that I can make my own shaders using only logic. I would need some kind of example probably and a technical step by step description of each step...!
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I've been trying to write this post for soon one and a half hour, and I'm nearly psyched out. I'm trying to think of the logical way to have one texture scroll and then be hidden/filtered by the same texture's alpha channel. My crumbling logic: Stage 1 must draw nothing but the alpha channel, because if you draw the full color there will be no blendFunc in the second stage, in the destination part, to subtract again. So you will just end up with more and more. But the most logical thing for me would be to somehow draw the full color and do scroll and stuff on that - and then in the second stage take the texture's alpha channel and subtract everything else. But I feel like you can't do that. Stage 1: map etc/textureWithAlphaChannel Draw the alpha channel of the texture (GL_SRC_ALPHA) and add nothing more (GL_ZERO). (1 * x) + (1 * 0) = x. (Second stage's destination value). So we have the alpha channel, but haven't drawn the full color anywhere. Stage 2: map etc/textureWithAlphaChannel Draw the full color (GL_ONE) but also add.. add? I want less, not more. zxfdkjfk, I can't.. do it. Draw nothing again (GL_ZERO) but add stage 1 (GL_ONE) = no change. I need an example, and another explanation
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I need to understand the logic though, so I can make shaders myself (which I've done quite a lot, but never really with the understanding of blendFuncs). Guessing doesn't get me far.
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One thing I've never grasped, even after reading about it a lot, is blendFuncs. I'm sure I'm not alone... I need a thorough explanation of blendFunc logic, explained differently than the shader manual does it, so that I can freeform blendFunc my way through Jedi Knight. How do the blendFuncs relate to the current stages vs previous stages? What is really the color buffer? If you could also put it in a way that could let me understand how to do the following it would be very helpful: -Have an unaltered texture to do tcMod operations on, such as scrolling a tiled texture. The texture's alpha channel (not scrolling) filters the visibility of the whole texture. End result would be: A light with a gradient falloff, but with a slow scroll overlaying it based on the texture, not the alpha.
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You could try using a func_wall, which will toggle on and off when used. You'd make a caulk brush, the size of your model, make it a func_wall, then connect a misc_model to that func_wall (not the other way around).
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Of course.
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Actually, JK2mp has Team Energize and Team Heal. ^^
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Seems so! Thank you. I was sure it wouldn't work with a regular misc_model. It does!
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I forgot to mention this is for JK2 (multiplayer). It doesn't seem to have misc_model_static, only misc_model which gets baked into the map geometry. Singleplayer has misc_model_breakable, but not multiplayer. However! I had already tried what @@Langerd said, and now I tried it with misc_model_static for Jedi Academy, just to test. That didn't work either. I didn't mean the breakables, IrocJeff, but the technique of using model2 on a caulk brush to draw the model over it. When I try that, the aboves happen. Steps: -Caulk brush, made it func_breakable. -Misc_model_static, gave it path to my model. -Connected breakable to misc_model_static. Models shows up, but stays after breakable is broken.
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Hey. I'm trying to make a model I've made as a map object be breakable. I've been playing around with func_breakable and the model2 key. The position always either stays at 0,0,0, or goes somewhere I can't find. Things I've tried: -func_breakable without origin brush = model at 0,0,0. -func_breakable with origin brush = model out of sight, also the entity brush itself is gone. -func_breakable placed at 0,0,0, given custom origin key = gone. -change origin in text editor in .bsp = errors, or no change. @@IrocJeff, didn't I make you do this trick for your bottles? Did you run into this issue? Edit: This is for JK2 MP.
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That's very promising, eez! Good luck with the choices you may have to make, and good job finding your way into Raven. That really is excellent.
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If I had a rend2 build, probably yeah
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Maybe you could post rend2 screenshots of things you make - curious how that brick wall would look Good work!
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Yeah, no mods, although this is the unaltered 1.02 version.