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Posts posted by RebelChum
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Yeah, it's just banter and Kyle trying to make light of the situation because he does say that he senses the disturbance in the Force as well. The disturbance, in this instance, was the unusual absence of dark side energy from the Massassi temple where Jaden spies on Tavion (as is later revealed by Kyle).
Luke telling Kyle to "be careful" isn't an expression of love, simply of compassion. He's a Jedi Master after all and Kyle is his friend so why would he want any harm to befall him? Disturbances in the Force rarely are accompanied by joyous occurrences.
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What about makermod? I enjoy building ships and bases. Many times people use these to RP themselves. I built an entire hotel on a server, and had the players move in and decorate their own rooms. Then I had a UFO come and invade the hotel with aliens (trandoshans, weequays, etc) .
And you did this all while spamming a sound clip of "THE JEDI AH TAKING OVAH!"
Onysfx likes this -
func_push is not a valid entity
Trigger_Push
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First, highlight your conveyor belt with the trigger brush. (You'll want it to be a thin layer just above the conveyor so it only pushes the player when they're standing on it rather than jumping over it.
Set that trigger brush to a trigger_push. Target it at an info_notnull wherever the conveyor belt is travelling. You'll want to check the linear box, the multiple box, and likely the relative box. You'll have to do a little trial and error with the key and value for speed until it appears the player is being pushed at the same rate the conveyor texture is moving.
DT. likes this -
Now make the tcmod scroll super slow so it actually takes a day to cycle
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Or set up a trigger on a patch mesh that's facing only one way.
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I know but it might be a good idea to check were the false positive comes from . . .
The current version of RPmod contains a launcher as well. That could be what the false positive is coming from.
The only downloadable element of RPmod is clientside, which means you are restricted to playing on their servers. They have good players but it is a clan thing you have to join.
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make the surface, make another surface with the message upon the other brush. convert the message surface in a func_usable and make 2 trigger_multiple for player, if the player touch the exter trigger, the func_usable switch to off, if touch the inner trigger, the func_yusable turn on and show the text.
Not sure how that would work.
If you had two triggers within each other, one turning the wall or usable off and the other turning it on they would conflict. If you had the off trigger be surrounding the on trigger so that as soon as the activating player left that area that wouldn't work either as multiple players would cause that not to work.
The only real workaround is either the target_print method or having one trigger target a func_wall with the message that only displays it for a certain amount of time with the wait time on the trigger_multiple equalling that time. So if the player is in the area for more than the timer it would keep displaying, but if they walked away then it would turn off.
Asgarath83 likes this -
What I'm considering is a sprite that shows up as you approach a sign that would be in the star wars language and generally unreadable, or the text would be too small in game anyways. So as you get closer the larger, English text sprite would appear on the sign effectively translating what it says.
If its not possible I may just go with a trigger_multiple aimed at a private target_print
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Is it possible to have a shader that is only visible from a certain distance away?
For example, you can only see the shader if you are close, within a certain amount of units.
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How did your opening event go?
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Have you tried using ShaderED? I find it helps sometimes.
Never heard of it/seen it.
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No problem! I wouldn't mind seeing a shot or two of your results. I've never used lightFilter, curious to see how it turns out.
Not sure if I should keep the light ray in there.
RAILBACK likes this -
Thanks for all your help, moondog. I think it's fine the way it is. I coupled it with some nice entity lights and decals and it looks fairly convincing.
Appreciate your help!
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surfaceparm lightfilter
Causes the Q3Map2 light stage to use the texture's RGB and alpha channels to generate colored alpha shadows in the lightmap. For example, this can be used to create the colored light effect cast by stained glass windows. This can be used with surfaceparm alphashadow.
So far as I can tell that didn't change anything. I even removed alphashadow to see if it was conflicted at all.
Current .shader settings
textures/the_enclave/stglass
{q3map_material Glasssurfaceparm nonopaquesurfaceparm transsurfaceparm lightfiltercull twosidedqer_trans 1.0{map textures/the_enclave/stglassalphaFunc GE128blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdepthWrite}{map $lightmaprgbGen identityblendFunc GL_DST_COLOR GL_ZEROdepthFunc equal}{map textures/the_enclave/stglassblendFunc GL_ONE GL_ONErgbGen identityglow}} -
Seems I've tried a dozen different variations to try and make a colored .tga design look like a stained glass window.
I've tried mapping in a Tcgen environment, mapping in a reflective glass.
Even tried making the colored texture transparent and putting a pane of base glass behind it.
The best I've come up with is a surface light shader but then it just looks like a glowing wall rather than a window with light coming from behind it. Any ideas?
Best iteration so far:
textures/the_enclave/stglass{q3map_material Glasssurfaceparm nonopaquesurfaceparm transsurfaceparm alphashadowcull twosidedqer_trans 1.0{map textures/the_enclave/stglassalphaFunc GE128blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHAdepthWrite}{map $lightmaprgbGen identityblendFunc GL_DST_COLOR GL_ZEROdepthFunc equal}{map textures/the_enclave/stglassblendFunc GL_ONE GL_ONErgbGen identityglow}}Just looks like a glowing wall. Is this the best I can hope for with the engine?
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It's probably unrelated to any mods. Sounds like your force power template is resetting to Saber Offense 2, ensure you have Saber Offense 3.
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Use roq.exe if you want correct colors and the highest quality. It's what I use and I swear by it over QVM any day.
So if you import an avi to roq.exe then it breaks it down for you? Or do you need to have it pre-"broken down" by a program like blender?
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So, this is something I've always wanted to try. Creating an .roq file.
I know there's a program that helps you make the final product but I'm confused as to how to take a video and break it down into frame by frame pictures. Does anyone know of a program that could accomplish that? As far as video editors go, I just use Sony Vegas Pro 12. But I don't know if it has a functionality like that.
Smoo likes this -
Seems like it wouldn't achieve the same effect as Garry's Mod because JKA lacks physics on objects.
Finding the "props" would be very easy.
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You'd have to make the map foreground (the part between the player and NPCs non-solid so that the camera doesn't bounce forward and backward when you pass behind geomentry.
Not sure if making it non-solid would work or not.
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So, I need to put in a lot of func_breakables but I don't want them all to break at the same time. Whenever I seem to make multiple brushes into func_breakables in one go they all seem to group up and break at the same time.
Is there a way to make all my brushes into breakables without this grouping effect or do I really have to make them one at a time? :/
(GTK Radiant 1.4.0 btw)
Star Wars: Rogue One
in Star Wars Franchise Discussions
Posted
I find it unlikely that the books will be so-called "required reading" to understand the films. No one makes a film for a general audience that they won't be able to understand based on common knowledge and images/information presented.