-
Posts
935 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Boothand
-
Have you tried removing all other mods, and see if your mod works then? Sounds like some conflict.
-
Will it be possible to get through the current, or just slower? You could add several weak trigger pushes, but far enough apart so that the player won't get pushed into the previous one, maybe?
-
Star Wars Episode VII Discussion
Boothand replied to Circa's topic in Star Wars Franchise Discussions
Of course it must be counted in That is when lightsaber battling gets established after all. Also it carries over a lot of meaning, expectations and suspense to Luke's duel in ESB. -
jaMME - Jedi Academy MovieMaker's Edition might be what you're looking for Otherwise, you can't convert them in the literal sense of the word, but you can always capture your screen while playing back the demos.
-
Favorite Movie Scenes (non-Starwars)
Boothand replied to IrocJeff's topic in Art, Media & Technology
http://www.youtube.com/watch?v=qPCJCfRzYnI http://www.youtube.com/watch?v=mBNom46c4tQ -
How would you paint directly on the model in Photoshop, across seams? That's what I use Zbrush for.
-
Right. How about wav files? I seem to recall I could be a lot more careless with wav files and have it accepted in OpenJK, but I may remember incorrectly. For mp3s and wavs, or one of them, I think it has a cap on 44khz sample rate, but the console should usually state what's wrong.
-
I think OpenJK does this, if I recall correctly... @@Xycaleth? Music mp3s can be stereo, but sound effects that are played at a location in a level must be mono.
-
Jedi Knight III: Mammal Behavior Ever since the fall of the empire and the defeat of Desann, Tavion, Ragnos and all other who stood in the way of the jedi, Naboo has been filled with ducks. Kyle and Luke approve of the new immigrants but are pressured by the righteous democracy to set the universe back in order. Also there were lots of walking and talking horses, even some unicorns but the Jedi Masters would still not be convinced. Even Yoda thought action had to be taken. As a ghost. As the complaints increase, and the ducks keep migrating, Kyle and Luke collectively decide to make a hoax Sith Lord more powerful than any of his predecessors, to give the world some perspective. They hope that the ensuing chaos will set the attention on a bigger threat. Kyle discovers a duck walking on two legs whom they cannot understand, but seems willing to do anything. Kyle and Luke disguise this duck as their new hero Jedi Master and hope that if they could make it seem like the duck saved the world from complete destruction, the ducks would forever be left in peace and be welcome on Naboo. Little did they know, and not much did they sense, that such a Sith Lord by name of Darth Distressus was already on the rise, and closer than they thought...
-
Haha, thanks man The thought never crossed my mind that the red grid was the... focus!
-
Well, I feel I've tried everything. Recorded a short video to make sure.
-
Depthfocus 0 makes the whole screen equally blurry including the player. Changing the value of depthrange after that only makes the background more in focus, but the player remains unfocused. I've pretty much tried out small and large values for all the depth parameters and none seem to fix the issue. I've also tried locking the depth and I don't set any keys (but have tried that too).
-
Same when following step by step. Ontop: It's been a while ...
-
Yeah, locking it doesn't seem to have any effect on that.
-
The way I remember (and interpret it), the timeline animates the line speed between the points you set. So even if I set two keypoints (speed 1 and speed 0.3), 0.00001 seconds from each other, it would interpolate that and have a *smooth* transition that only works for animated speed, but makes sudden change act incorrectly. Anyway, I wanted to control it myself, but I guess I'll render it twice. Off topic: dofframes inverts the DOF, doesn't seem to respond to (big) changes to depthrange and depthfocus... have done everything in the tut. EDIT: Using "speed" instead of "timescale" makes it register during capture. Woo! Dofframes is still weird, have to use depth masks instead.
-
I guess recording them separately could be an okay work around, yeah.
-
I have some demos I want to capture while controlling parameters such as timescale with binds on the go. It doesn't seem to register these clicks. In any case, if it did, it would still be hard to control, because when I start capturing (capture avi 60 fileName), it captures it at something like 1.5x the speed, which makes it hard to control. The movie looks fine though, but I would like to choose the non-gradual way of doing timescale.
-
Haven't done any more to the UVs (which is what will determine whether it looks good or not), but guess I'll have to know if it's likely to be used, otherwise I may not find time for it ^^. In any case, it's probably just the head and not a full character, unless I stumble upon some massive inspiration gust. Seems like @@Mandalorian is working on a Bossk project though, but I didn't quite understand what was modified and what was re-made on that thing. If this head model (while disregarding the texture I rendered) is favorable, it could be used there (the vertex count on the neck should match), otherwise I'm not likely to do anything to it in a while.
-
No rend2 features in itself require you to recompile (it's only the renderer), but I don't think it's quite finished when it comes to dynamic lights yet. To really achieve dynamic lighting that looks good, I found that you could recompile the map and bypass the q3map2 lightmap (_cs 0 and _rs 0 on worldspawn). This way, the pre-compiled shadows won't exist and won't interfere with rend2's dynamic lighting. However, it would obviously be rendered incompatible with people running the vanilla renderer, until Xycaleth potentially finds a way to bypass the lightmap in rend2 itself. The other side effect is that cubemaps won't yet work properly without a lightmap present. I'm not sure if more has been done to the parallax mapping (or if it's at all possible to fix what bothered me), but at the time I played around with it, everything kind of broke at the seams. It looked good, but two different surfaces (in a map) that didn't line up alignment-wise and angle-wise, would break the illusion and you could see into the parallax from each surface, *under* the other. If it's just an unfortunate consequence, it still looks very nice when used in the right place.
-
If you don't wanna use light emitting shaders, you'd probably have to initiate the position of the pallets to somewhere with even/optimal lighting and let them compile there, then set their position where they belong once the map is run. It might be a bit of a hassle though, depending on your setup.
-
bones problem assimilate - clone trooper
Boothand replied to itachisen's topic in Modding Assistance
Have you tried using Psyk0's autolinker script? -
Donnie Darko should be good for Halloween, though it's not really a horror movie.
-
My first game in Javascript (for school)
Boothand replied to Boothand's topic in Art, Media & Technology
Thanks for those links, @@Didz! Very useful. What annoys me the most is things like, it seems to be a whole lot of trouble to get the accurate mouse position, and if you change the layout of things in the HTML for example, the mouse will be offset once again, after using ugly code to manually align it by eye-measure. Same goes for general behavior of objects when using a smaller window (which in my case also resizes the canvas to fit). As a result, I've had to divide everything by the width of the potentially varying canvas to get the same behavior on different monitors or if people happen to use a resized browser window. I guess somewhere along the way, that went wrong though, and now the game goes crazy if I'm playing it in a resized browser window -
My first game in Javascript (for school)
Boothand replied to Boothand's topic in Art, Media & Technology
It's expected that everyone's gonna have different results. For me, the ball always lags through the opponent at higher speeds. A friend of mine says it never bugged through, and he even had trouble winning.. Yeah, it's not very pleasant (mouse coordinates... brrr!). Using Javascript because we were supposed to, and we've just started the programming course. Hmm. What browser are you in? If you have Chrome, that should work... Yeah, that's intended. It does an idle thing while waiting, and when it *sees* the ball half way back, it has a max speed that it tries to stop the ball with. To avoid it running out of bounce, use boostfields©™ to make it go faster (also the only way to beat the computer). Edit: Haha, even though I've tried supporting different window sizes, playing the game without the browser in full size makes the AI move wayyy faster and messes up.. stuff. That's also a major facepalm when it comes to games in JavaScript. -
Try it out! Do note, the AI is a very bad loser. http://tiny.cc/winandforswinn In any case, has anyone in here ever done Javascript? The game is kind of broken by the bad collision detection once the ball speeds up. If you look at my code (right click the page and 'View page source'), do you see anything that could be done to avoid it skipping past the collision? Edit: Woops, forgot all the //comments are in norwegian, if someone tries to navigate the code..