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RJA

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Posts posted by RJA

  1. The plan has changed...

     

     

    I was expecting to do an Epic Challenge Mod with approximatly 25 maps but with more details than the other ones.

     

    I found a VERY interesting idea which bring me to 45 maps... 

     

     

    Precising that after the last map of the part I'm actually making, it will be faster due to the come back in the linear style of progression. :)

  2. Okay,

     

     

    Basically, the mod will allow the player to play in differents times of Star Wars. 

     

    - Old Republic Era: What I need here is 3 new saber colors: red, blue, green, and weapons like the battledroid gun from Episode I.

    - Clone Wars: 3 new saber colors: blue, green and purple, and the clone rifle.

    - Empire Times and Jedi Purge: 3 new saber colors: white, green and red, and the Old Trilogy blaster.

    - First Order Times: 3 new saber colors: Red, blue and green, and the first order blaster and the force power of Kylo Ren, which freeze the ennemies (and maybe blaster shots if possible but this one is a dream).

     

     

    The idea is to feel the era in any level without difficulties. So I just need to add those parameters. I will give to the coder who will help me the gfx, sounds and glm.

     

     

     

    Also, a modification which allows the player to see the levelshot fit the entire screen during loading (as in JO).

     

     

     

    I created this subject really early, because I not already released Epic Challenge Mod III, but in the latest parts.

     

    :P

  3. I think some NPCs could not necessary work good due to the specific SP game I used (a version modified especially for the mod made by Asgarath83), but I think there are some versions playable of every map (you will understand when you will play the mod).

     

     

    BTW thanks a lot ! :P

     

    Still working on it...

     

     

    Now mapping the LAST map of the place called "Zone Of Trouble". After that, it will be the latest part of the mod, the final rush to the epic ending... :P

    Mizore likes this
  4. hello folks !

     

     

    While I'm working on a mod called Epic Challenge Mod III, I am already thinking about the fourth one.

     

     

     

    I have a precise idea of what I'm gonna do, and it gonna be REALLY different than the other ones.

     

     

     

     

    That's why I am creating this subject, I need to recrute a coder, who can add some things to the SP Game.

     

     

     

    Basically, all the things will be like:

    - Adding new saber colors

    - Adding new weapons (I already have the .glm files)

    - Adding new force powers

     

     

    i provide sounds, gfx and models but definitly can't deal with the code at the moment.

     

     

     

    The question: Is someone interested ? ^^

     

     

    It would be really nice to share my work with another person. :)

     

    Thanks for reading me.

  5. If you want SP content, I released two SP campaign on this site.

     

     

    But warning, first of all, the first one is really ond and the mapping is not as the level of these mods which are quoted. Its contains 45 maps.

     

    The second one is more complex, with an improvement of mapping skill and 55 maps to play.

     

    These maps are not Star Wars like, there are in an old adventure platform game's style, with psychedelic things. 

     

     

    I'm making the third one, which contains cinematics, scripting, round architectures and a bunch of new things.

     

     

     

     

    The good point if that they are probably on this site the two longest SP campaign ever made (the two contains 100 maps in total), but I have no pretention doing these, because I totally assume the platform game's style.

     

     

     

    BTW, 

     

    the first one:

     

    https://jkhub.org/files/file/1978-epic-challenge-mod/

     

    the second one:

     

    https://jkhub.org/files/file/2525-epic-challenge-mod-ii/

    Rexidexi likes this
  6. Hello !

     

    Yes, the first one. :)

     

    This is for JA.

     

     

    In fact, the first and the second are already on the site, called Epic Challenge Mod and Epic Challenge Mod II. They are based from platform adventures games. The first one from Croc and the second one from Rayman 2. 

     

    I'm making the third one.

     

     

    In every mod, I gain experience, and mod after mod, the maps are more complexe, with more details and immersion I think. ^^

    Mizore likes this
  7. Hi folks !

     

    For the 2 or 3 peoples who follow this mod, advancements going on !

     

     

    1463228979-scr10.jpg

     

    More details in the maps !

     

    1463228969-scr01.jpg

     

    A huge green place full of ennemies...

     

    1463228974-scr02.jpg

     

    Kyle talks again.

     

    1463228974-scr03.jpg

     

    Look at those curves... and this droid photobombing them...

     

    1463228973-scr04.jpg

     

    One important map, The Cave...

     

    1463228971-scr05.jpg

     

    ...

     

    1463228969-scr06.jpg

     

    Are you saying... problems ?

     

    1463228973-scr07.jpg

     

    New saber colors offers variety...

     

    1463228980-scr08.jpg

     

    You're going to see this place a LOT of time...

     

    1463228979-scr09.jpg

    Direction please ?

     

    1463228976-scr11.jpg

     

    Aw, at last I found home...

     

    1463228981-scr12.jpg

     

    "Vote if you want the sith falling with the water."

     

     

    Those pics come from three levels of the mod. :P

     

    I think you will enjoy playing this...

    Mizore likes this
  8. I think this is that transition that cause the water problem, because my night lights and day lights are in the same zone, but only turn in/out with a trigger in a hidden place. 

     

    Screens in the map, of the water and the trees and plants:

     

    1451668656-problem1.jpg

     

    1451668658-problem2.jpg

     

    Here you see that the bush doesn't appear but the shadows remain.

     

    1451668658-problem3.jpg

     

     

     

    SHADER OF WATER_3:

     

    textures/common/water_3
    {
    qer_editorimage textures/common/water_1
    qer_trans 0.9
    surfaceparm nonsolid
    surfaceparm nonopaque
    surfaceparm water
    surfaceparm trans
    q3map_material Water
    deformvertexes wave 100 sin 1 2.5 2 0.7
        {
            map textures/common/water_1
            blendFunc GL_ONE GL_SRC_ALPHA
            rgbGen const ( 0.752941 0.752941 0.752941 )
            alphaGen const 0.2
            tcMod turb 0.5 0.04 0 0.3
        }
        {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ZERO
        }
        {
            map textures/common/stars
            blendFunc GL_ONE GL_ONE
            tcMod turb 0.4 0.04 0 0.31
        }
    }
     
    I precise this texture works perflectly in other maps, so I really think it is because there are two differents lights in the same place.
     
     
    Plants and trees shaders:
     
    models/map_objects/yavin/fern
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/fern
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/plant
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/plant
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/fern3
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/fern3
            alphaFunc GE128
            rgbGen vertex
        }
        {
            map models/map_objects/yavin/fern3_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
     
    models/map_objects/yavin/grass
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/grass
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/grass_tall
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/grass_tall
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/fern2
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/fern2
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree06b
    {
    surfaceparm trans
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree06b
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree01btga
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree01btga
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree05_vines
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree05_vines
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree09b
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree09b
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree08b
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree08b
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree09_vines
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree09_vines
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree09a
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree09a
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree09d
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree09d
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
    models/map_objects/yavin/tree2
    {
    q3map_nolightmap
    q3map_alphashadow
    q3map_onlyvertexlighting
    cull twosided
        {
            map models/map_objects/yavin/tree2
            alphaFunc GE128
            rgbGen vertex
        }
    }
     
     
     
    Nothing in the worldspawn informations, but I use the q3map2 compile final in GTKRadiant 1.4 to compile my map. :)
     
  9. Hello !

     

    I recently compiled a large map. All is perfect excerpt two things:

     

    - Trees, grass_tall, plants and bush doesn't appear. All the leaves, at all. The trunk of the tree appear, but not the leaves (yavin plants).

    - Water is completly white (common/water_3). Maybe it is because the map has as specific light: there is a secret zone which transform all the day lights to night lights with a night sky.

     

    Anything I can do to have a normal water and compil with leaves ?

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