Jump to content

Noodle

Members
  • Posts

    1,145
  • Joined

  • Last visited

Everything posted by Noodle

  1. I found out that was completely irrelevant. Tried it in a patch and on a normal brush, and the problem is in both compiles. Even in the simplest room (4 walls, one floor, one roof and a light square brush with the texture) would have this warning. I'm 100% the issue is in the way the shaders are written and completely unrelated to brushes.
  2. So I've got this problem in my most recent map and I've been trying to dig the reason behind it without much success, until now. I was using the yavin/light texture in my map and realized the problem was related to the shader. The following line seems to create this issue: q3map_flare gfx/misc/flare When I removed this line, the warning was gone. The sad thing is that it gives a nice flare effect, so I wonder if anyone else has any idea why the flare effect creates this warning.
  3. I was just wondering how to achieve an effect like this. Can be useful for creating female stormtrooper voices or similar effects.
  4. I hope you can find these models since they're part of the lost history of the modding scene in this game.
  5. First time I actually read a suggestion in the Request & Suggestions board! It's a very ingenious way to give custom weapons to NPCs, you can also give a proper model to the jawa gun and add a new weapon to the game.
  6. Does the func_door have any special value selected? It should have the box checked in 'toggle' and you should only trigger once with a trigger_once entity. If you do trigger_multiple and have a wait of 0, it means that it will trigger the entity many times in the span of a second.
  7. It looks absolutely stunning! Nice to see new enemies too. I'm impressed that this can be achieved without some newer engine. I have no idea if people can use the wookiee warriors from MBII. Wish they were free to use, though, since they are nice models.
  8. I was thinking on how you could make the fighter chase the player when he's in a ship and remembered that the rocket launcher alt-fire chases the player as he moves around the place. Could the answer to your problem be there? Maybe there's some bit of code that explains how vectors work so they can chase the player.
  9. Maybe the issue is related to how the origin is set here. Could it be related to how the mins and maxs are set? void SP_misc_atst_drivable( gentity_t *ent ) { extern void NPC_ATST_Precache(void); extern void NPC_PrecacheAnimationCFG( const char *NPC_type ); ent->s.modelindex = G_ModelIndex( "models/players/atst/model.glm" ); ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, "models/players/atst/model.glm", ent->s.modelindex, NULL_HANDLE, NULL_HANDLE, 0, 0 ); ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue ); ent->craniumBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cranium", qtrue ); //FIXME: need to somehow set the anim/frame to the equivalent of BOTH_STAND1... use to be that BOTH_STAND1 was the first frame of the glm, but not anymore ent->s.radius = 320; VectorSet( ent->s.modelScale, 1.0f, 1.0f, 1.0f ); //register my weapons, sounds and model RegisterItem( FindItemForWeapon( WP_ATST_MAIN )); //precache the weapon RegisterItem( FindItemForWeapon( WP_ATST_SIDE )); //precache the weapon //HACKHACKHACKTEMP - until ATST gets real weapons of it's own? RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN )); //precache the weapon // RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER )); //precache the weapon // RegisterItem( FindItemForWeapon( WP_BOWCASTER )); //precache the weapon //HACKHACKHACKTEMP - until ATST gets real weapons of it's own? G_SoundIndex( "sound/chars/atst/atst_hatch_open" ); G_SoundIndex( "sound/chars/atst/atst_hatch_close" ); NPC_ATST_Precache(); ent->NPC_type = (char *)"atst"; NPC_PrecacheAnimationCFG( ent->NPC_type ); //open the hatch misc_atst_setanim( ent, ent->rootBone, BOTH_STAND2 ); gi.G2API_SetSurfaceOnOff( &ent->ghoul2[ent->playerModel], "head_hatchcover", 0 ); VectorSet( ent->mins, ATST_MINS0, ATST_MINS1, ATST_MINS2 ); VectorSet( ent->maxs, ATST_MAXS0, ATST_MAXS1, ATST_MAXS2 ); ent->contents = CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP; ent->flags |= FL_SHIELDED; ent->takedamage = qtrue; if ( !ent->health ) { ent->health = 800; } ent->s.radius = 320; ent->max_health = ent->health; // cg_draw needs this G_SetOrigin( ent, ent->s.origin ); G_SetAngles( ent, ent->s.angles ); VectorCopy( ent->currentAngles, ent->s.angles2 ); gi.linkentity ( ent ); //FIXME: test the origin to make sure I'm clear? ent->e_UseFunc = useF_misc_atst_use; ent->svFlags |= SVF_PLAYER_USABLE; //make it able to take damage and die when you're not in it... //do an explosion and play the death anim, remove use func. ent->e_DieFunc = dieF_misc_atst_die;
  10. I have no idea what's causing this weird bug. Both the tie-fighter and the at-st have the model_root bone on the same place.
  11. Is it possible to make the NPC spawn some units above his point of origin? That way he wouldn't spawn on the floor. Maybe it's related to a collision problem? Check the tie-bomber entity. It's hard coded to fire bombs every time it's model is spawned as a misc_model_breakable entity.
  12. Thank you! I love puzzle solving, only wish I was good at creating them, looking forward to the bespin missions! If you understand C++, you should have no issues with icarus, since it's really simple! I didn't really use any tutorials to learn, just studied the scripts that were already on the base game and asked a lot of questions in the coding forum! The JKG project was my main inspiration to learn how to mod. It's incredible how fun that mod is and how much they have achieved. I hope to create a rich sandbox game for SP, soon I'll release my first official demo map in which players will be able to test the follower system, chat menus and some other things. I'll also release all the source files, since I believe knowledge should be shared and I want people to find flaws in my work, so I can improve upon them.
  13. I really like the simple gunslinger-like models and skins you've done. It's fun to add them as enemies in SP, since it gets boring after a while to fight only against rodians, trandos, weequays and grans, or the empire.
  14. The arms and gloves texture could be improved a bit by adding shadows and folds, like in the torso texture.
  15. Good to know that at least there has been some development in this idea! What are the main issues at the moment?
  16. I always love seeing your work with aliens that weren't in the main game. Were Vizam and Barada ported from somewhere, or is it just reskinning? It'd be nice to know, since it gives more credit to your hand-made work!
  17. Is the helmet ported from some other game? I didn't know the crimson corsair was in any game.
  18. Even though there might be much left to do, that is already a great improvement! It could make a very fun boss battle.
  19. I think he would go the pre-burnt Vader route of thinking he can kill the emperor and take power for himself. Of course, had Luke fallen to the dark side, I doubt he would have been able to defeat the emperor on his own.
  20. How about instead of making him invincible, make the outcome different if you decide to fight back against Vader. You could have the choice to avoid hitting him for a minute and half, while he's trying to kill you, or you could also allow the player to hit him, and change the game so you get a dark side ending for 'giving in to your hate'. Think about the moment when you can kill Rosh, if you do any damage to him, the outcome of the end games changes for ever.
  21. Is the problem related to the velocity at which the ship moves, or it just doesn't go in the air? Is it moving like a sentry or a probe? Both NPCs move really slow but float in the air. Maybe there's something in the swoop's code regarding movement and velocity. Those NPCs, after all, move really fast and usually avoid collision.
  22. Nice gallery, could do without the filter though! But if a nobody like Rey could beat Kylo 'Linkin Park is my guide' Ren, I'm pretty sure Ahsoka also can, even at her weakest.
  23. Good to hear! It's always great to see the things you come up with!
  24. Thank you for doing what so many have tried to for so long!
  25. I'd try to keep the fighter in the air without moving, like the way the AT-ST and most NPCs have a default state untill they spot a player or get a specific instruction. Perhaps give the ship a default in-air animation like in this video I just did to show you what I mean: That's just playing a .roff file located in vjun1/bomber_run_tiebomber_2ndship.roff The first thing I'd try to do is to see if in that state, the fighter NPC can aim at the player and fire at him whenever he moves, like a normal NPC. After that is done, I think setting movement could be much easier.
×
×
  • Create New...