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RebelChum

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Everything posted by RebelChum

  1. If it’s a single player map then triggers that target a target_music_change (I think it is) would be the solution. If this is MP then it will be a bit more difficult. You wouldn’t want the music to change for everyone just because one player goes into an area. Best thing I could think of doing would be to look into making music into a soundset. But i forget how to even make area specific soundsets...
  2. Wonder if there’s a way to reverse it so that they don’t show up in mirrors.
  3. Nice find! But tsk tsk wouldn’t only showing up in mirrors be the OPPOSITE of a Vampire?
  4. For those of you that played the Jedi Outcast single player and recall: in the final Yavin mission where you are tracking down Desann through the temple, there is a scene where he taunts you in a mirror and tries to lure you into a trap. In this scene you can see him in the mirror but he is invisible behind you. How was this pulled off? I suspect it was some kind of mirror shader that only reflects the player and they just put a duplicate Desann/hallway behind it? Or do you think it was done some other way?
  5. I got catfished... I wanted a Wampa Cave map. y u do dis to me @@GPChannel.
  6. No problemo! Let me know if you have any problems with it.
  7. This is definitely possible! The way to do this is via shaders. Below is an example shader. I don't know your texture folder path so I had to guess. If I didn't mess anything up, this should be a texture you can put in your map that will play the opening logos .roq. Obviously replace the paths to link your content. textures/GPChannelsmap/video { qer_editorimage textures/GPChannelsmap/video q3map_nolightmap { videoMap video/openinglogos } { videoMap video/openinglogos alphagen const 0.25 blendFunc GL_SRC_ALPHA GL_ONE glow } }
  8. Wow, I had no idea that worked! Thanks again!
  9. RebelChum

    Alderaan

    Too soon.
  10. Thanks for all the help Ramikad and very useful links! How would that work for moving a model? Adding a model key/value to a func static or using a misc_model of some sort? Is it even possible to move a model?
  11. Hey folks, Sorry to make what is probably a super redundant post, but I can't seem to find any good tutorials for ICARUS scripting when it comes to what I imagine are basics. Specifically, 1. Spawning NPCs 2. Triggering things using their targetname 3. Moving NPCs, brushes, and models. Are there any good tutorial series out there that go over these basics?
  12. Congrats Art! And yes, great submissions! Thank you for the votes on mine, too, everyone!
  13. We gotta be getting close. I mean, if people can entity edit in entire new areas into base jka maps then why can’t it be done on the fly? The vis (lighting) might suck though...
  14. So basically removing the loading screen and retaining kills and all that? Despite it being a huge undertaking you’d have to reset everyone’s position to spawn points in the new map anyways least they appear in a newly formed wall. And what’s the end goal? Retain kill score? Maintain persistent multiplayer lobby? I think a cooler solution would be to somehow put JKA chat into its own widget which stays during loading screens so people can continue to tell each other that their mother sucks at base while mp/ffa3 loads.
  15. I see, is that because the source .avi is in 512x384? I’ve only ever done .roq related stuff once and I recall distinctly that it had to be squared texture style because I raged at how awful it looked in game lol... was some time ago so I could be mistaken. Maybe it’s just an issue with the .avi. Good call uploading it. I can try doing it on my end and see if it works any better for me.
  16. @@Droidy365 Does it work in game? Could it be a problem with the dimensions? Your QVM window shows, at the bottom leftish, WxH 512x384. Don’t they need to be in the powers of two just like textures? It may have to be 512x512 but I’m not sure.
  17. No plan to I was just thinking about how I would go about it in theory. Seems like it would require a modeller with the complex curves and angled curves.
  18. Honestly I wouldn't even be sure where to start with the hut. Obviously it would have to be built massively oversized to fit all the detail in there and then made into an .ase to scale down. But looking at the curves of the windows etc. and and not only doing the rounded edges but also having them angled is just intimidating lol
  19. Think he died down in the main area. One, Luke was actually able to fit. Two, if you are elderly and on the verge of dying you’re probably not gonna be making the trip into your attic crawl space bedroom rofl.
  20. I suppose that hollowed out space up top for the bedroll just leads right into the top of the dome. Dunno if it ever had an upward camera angle in there... guess I have an excuse to rewatch ESB/ROTJ again lol!
  21. Is there some cross-section or map layout of Yoda's Hovel? I can't seem to find one.
  22. Oh yeah right there's no way I could make something of that quality!
  23. This boggles my mind that this is possible in JKA, lol
  24. Aren't all of the water shaders that come with the game already opaque?
  25. This is great! I love the howler models. How on earth did you make those?! Are those blades of grass in the flowerboxes outside the lower elevation temple models? They looked good. Playing this map with r_dynamicglow is a must if your computer can handle it. Makes the lanterns, windows, and water look great! Love the look and feel of the map. Five stars!
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