-
Posts
935 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Boothand
-
Your door has no origin, because the origin isn't a part of the func_static, which it needs to be. Also remember, the origin is the "hinges" for the door. Secondly, the trigger targets a "t1". There is no entity with the targetname "t1", so it triggers nothing. The trigger is supposed to trigger a target_scriptrunner, which in turn must be set to run the script. From the tutorial:
-
What I had in mind was a change of code, in openJK, to allow for custom sounds. Shadzy, for realism I guess. For more possibilities for mappers. MoonDog, really not sure what you mean here. My point is that I don't want to replace original defaults. People shouldn't have to worry about having files or not in their base folder when playing certain player made maps. I'm talking about an extension in the code (common for everyone), which allows mappers to specify the path to sounds to play on certain surfaces - thus controlled in shaders. JK has a very limited amount of possibilities on footstep sounds. With this addition, a mapper could deal out "grass" footsteps on grass surfaces, "snow" on snowy surfaces, x for y surfaces and so on, and if bothered, even switch out all the default ones with original ones - with no consequences other than added space of the mp3s/wavs in the pk3 file. Which is a benefit in my eyes!
-
Something I really miss is the possibility to change out some of the "standard" sounds/animations/effects/things without replacing the originals. So that maps can modify more aspects of the game without having consequences for the base game. A bit more concrete though (pun possibly intended): I'd like the possibility to easily assign footstep sounds to surfaces. It could be done in shaders, with a keyword and a path to the soundfile which would replace the footsteps sounds on that particular surface. What do you think about this?
-
Me and a friend are thinking of playing with some cinematic JK possibilities. I know there's already a thread on "JKO in unreal engine", but I thought I'd make this a bit wider anyway. How did they get "the game" into the unreal movie editor? I suppose they must have converted maps, models and so on separately and glued it together in Unreal? If so, any very general pointers/specifics (with animations in mind... sort of)? In any case, Unreal or not, what would be the best method of using specific animations and play them in-game or somewhere that has good movie production value? I know the possibility to icarus script the entire set, but any other alternatives and suggestions are welcome! EDIT: Feel free to delete topic
-
Strangeness. It didn't work for me, and it makes sense to me because it affects the door entity and after that affect, it gets parm2. Anyway, a different issue. I've really experimented a lot with this (tried countless combinations), and I've set up an if/else. It never reaches the else, even though everything seemingly makes sense. I'm using the usescript key on the trigger, and have set up parm1 on the trigger as 0, in addition to parm3 as the door's script_targetname. The door entity has a parm4 that names the trigger's script_targetname, in addition to the parm2 as the time. I just want to toggle it to open and close with the same trigger, but so far it only opens and does nothing at second triggering. I've tried making failsafes for this to troubleshoot the problem, to identify if it's affecting the wrong things and so on. No change yet. Here's the script: //Generated by BehavEd rem ( "General rotate-opener - PARM1 = closed/open - PARM 2 = time - PARM3&4 = script_targetnames" ); if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "1" ); affect ( $get( STRING, "SET_PARM3")$, /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 0.000 90.000 0.000 >, $get( FLOAT, "SET_PARM2")$ ); flush ( ); } } else ( ) { set ( /*@SET_TYPES*/ "SET_PARM1", "0" ); affect ( $get( STRING, "SET_PARM3")$, /*@AFFECT_TYPE*/ FLUSH ) { rotate ( < 0.000 0.000 0.000 >, $get( FLOAT, "SET_PARM2")$ ); flush ( ); } } EDIT: Noticed that this version excludes the parm4 deal, but that didn't work anyway
-
Yay! Thank you very much. Thought I couldn't have usescript on triggers, since it wasn't mentioned in the entity properties! That's great though. You said you fixed the parm for movement time to be on the trigger, but the way the script works, it must be on the entity, which I wanted anyway!
-
Sorry for bumping, but it's been a week though. Would prefer not to have ovenmap.pk3 stay up for too long Any idea why it doesn't work? @@mrwonko @@MoonDog
-
I think what you might be looking for is the nodraw shader located in system, judging by your description. I remember there was a way to texture the sides or something with nodraw to make a brush, that had a different texture, nonsolid.
-
Thanks, that's good to know. I'll probably end up making my own stuff, but I can probably take a look at how they've done things, as a guideline.
-
It probably should! I was, however, thinking of having it walk around on its own, possibly eating grass, until you use/jump on it. I'm still looking for answers to my initial questions in the first post, by the way! If anyone knows, do feel free to answer.
-
Haha, afraid not! I haven't got very far yet. I'm building everything from the foundations, which means making all textures, effects, models, etc etc myself. Thus, taking a lot more time, but a bit more fun!
-
Haha. I'm making these models as part of my multiplayer co-op campaign which is set in a confusing hybrid between the present and the Star Wars universe. The Geonosians look like they currently outclass me...! Too many edges
-
I've had some trouble exporting textures correctly before. When it's not working, I select a new, clean and empty material slot in 3ds Max and assign the material again, apply it and now it works, for me. In my experience, if I've done something fancy in 3DS Max, such as using alpha maps and playing with various settings within the material editor, it won't export the texture correctly. So when I assign it from a clean slot, it seems to work. @@DT85 says, about this exporter: By the way, why the old 3DS Max 5?
-
Depends on how it goes with the moose I think. Usually I'm mapping, but just got this moose-urge now. If something comes up so I have to wait before I go on, I might try to finish the horse. If not, it's probably after I'm done with the moose. I need to make sound effects for the horse as well. In the meanwhile I can only think of my Duck model as an equally funny alternative.
-
You're definitely right about the ears. I've thought about it myself too, but I should probably do something about it as well. The antlers might be a bit flat, yeah. I'll see if I can do something about it without too much consequences (read: too much work). I'm quite happy with them other than that. I spent some hours this morning trying to hand paint it actually! I had great ambitions doing it with photoshop, but I realized more and more that it was going to look absolutely ridiculous on top of the amount of work I spent on it. Maybe some other time, some other model. I'll let you wait a bit more and probably get a proper horse going in the near future (it looks completely flat shaded in-game... impossible to see depth).
-
Not in the first round of events, however - if you're okay with horse, instead of moose, I have another project going on. It's actually a horse playable ingame, I just haven't textured it, and so it's completely brown until I texture it. I might just do that one of these days though! It's on my other computer at the moment, but here's some older version of it I found on my dropbox: https://dl-web.dropbox.com/get/Public/Horseton.jpg?w=AADvCNuZ0rX-Gh6OTxjxGMKxiwwxZVFO-g52YP13y-WZSg [PICTURE, not pk3]
-
Thank you! Yeah I'm probably best off doing custom animations. I didn't wanna "steal" or "borrow" animations from other modders, but would feel different if it was original base animations. I'll see how it turns out. I'll probably make another thread when I need help with these things
-
About a year ago I made a model of a moose, but never textured it. I discovered it some days ago and realized I MUST put this in game, which I had intended even back then. So today I textured it and I'm happy with the results. While I just wanted to show my moose (as captain Falcon says - "Show ya moose!"), I also have some questions. This is supposed to be a vehicle. Can vehicles be set to attack you back if you attack them? Can they walk around on their own? And are there any Star Wars vehicle animations for four-legged creatures I should use, or do I have to animate it all myself? I'm prepared for the worst, but it could turn out very silly by my animation experience. http://www.youtube.com/watch?v=5aWTlMZr2PE&feature=youtu.be
-
I don't know if you can use this, since it says 64 bit required, but if you haven't tried, it could be worth a shot. http://jkhub.org/files/file/1335-q3map2-2gb-memory-usage/
-
Can you confirm LoDs working for md3 objects? I've tried changing the model and adding _1, _2, _3 to the filenames, but with no results.
-
Starting to look very good. Posting this just to conclude the thread, with what I've got so far using surfaceModel. Seems good on the FPS too. @@mrwonko, it works perfectly with slopes.
-
That's exactly what I'm looking for. I'll try this out! Thanks! EDIT: It works. Fabolous.
-
I want to make physical grass for my grass terrain, but I think sprites rarely look good when it comes to grass and plants. Instead, I want to generate grass on the surface, just like "surfaceSprites vertical" does, just that I don't want them to actually be sprites. I want them to be models or just planes that don't turn against the camera. The best would probably be .md3 models of chunks of grass evenly spread across the surface of the terrain. You might ask why not just import it into the editor and place it there, but in my case at least, I have terrain with lots of diagonal direction, hills and so on. It would be a lot of work lining this up in a good way, and it would look messy in the editor, and not least, you'd be missing the ssFade feature of the surfaceSprites (makes the sprites only within a set distance visible), which is good for framerate. Any ways to do this? PS. surfaceSprites aren't mentioned in the shader manual.