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RebelChum

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Everything posted by RebelChum

  1. 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.
  2. 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
  3. 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.
  4. How did your opening event go?
  5. Never heard of it/seen it.
  6. Not sure if I should keep the light ray in there.
  7. 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!
  8. 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
  9. 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: Just looks like a glowing wall. Is this the best I can hope for with the engine?
  10. 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.
  11. @ Not to sound like a noob... but how do you actually USE roq.exe? Do you just drag your .avi onto the exe, or do you have to use cmd with it like q3map2 or write a batch file?
  12. 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?
  13. 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.
  14. 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.
  15. 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.
  16. 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)
  17. At least on his right hand amirite?
  18. Should remodel the bryar so it looks like this <>
  19. AKA writing.
  20. Can the thigh holster be removed in the .skin files too or is it wrapped in with the lower?
  21. Hey, it's your mod. I just made the request
  22. Arn't you registered on the JEDI forum? There's a player on there named Voth who played a Barabel (he doesn't really play anymore unfortunately.) you could try PMing him to see if you could borrow the model.
  23. Yeap! Perfect! Well done
  24. I will when it's made available on JKhub
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