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RebelChum

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Everything posted by RebelChum

  1. Even the Great and Majestic Empire was a little... rough... when it comes to good cinematography. For example... I don't think I'm alone in saying that I don't know who was talking for the first half of the video. Both stormtroopers were shown in the shot and they were both bobbing their heads around at each other. That said it's a bit more watchable due to the entertainment value of the dialogue... but that's about it.
  2. Perfect scale. I wonder if a second model could be included that doesn't necessary look right when it's being held... but when it's dropped it lays on it's side. Right now it stands upright but upside down so the handle is facing the floor. If you had a second model like suitcaseground or something that looked like it was sideways in the hand I think it may look correct when on the ground.
  3. Looks good, Has a good width to it. I really like the texture. However, I believe it needs to be about half the size in its length and height. Certainly was bigger in game than it looked in your screenshots. Is this a different version than the one you tested? The one you screenshotted looks a lot better scale wise. Here's how big it was in my game. I drew a red box on it to guesstimate approximately how big it should be.
  4. I'm looking for a map which I forgot the name of... the only thing I can really do is describle it to you. It's a small island map with elevated terrain. But it is NOT farcry of the jedi by Sith J Cull. It's daytime with sand all the way around the island and the really distinct feature it has is a metallic tunnel that goes through that hill to the beach on the other side. The tunnel has pipes in it as well as a flickering light or two. Other than the tunnel I feel like it may have had a wireframe tower with one of those emplaced guns on it. As I recall it was pretty high quality so it had to have been done by an experienced mapper. So far I've ruled out Sith J Cull, Darth NormaN, Scizco VII, Shadow Stone, and LivingDeadJedi. I've been racking my brain and scrolling through map lists trying to find it.
  5. @@Delta_135 Nice work! Actually, the scaling looks fine. Maybe 5% small would do the trick but honestly it would be fine as is.
  6. Did the export work?
  7. Nodraw didn't work when I tried it. The brush just needed a top surface.
  8. Resolved. Some foolishness on my part. The brush in question was a right triangle in shape. Turns out you need to have the top of the brush be a surface and not a vertex in order for it to be non-solid.
  9. The functionality of caulk_nonsolid seems random at best. Every once in a compile the brush will actually be nonsolid. I'm trying to set up a hologram type brush that has one side painted with a shader (with surfaceparm nonsolid) and the rest of the brush with caulk_nonsolid. Go through a compile with (test) or (final) settings and yeap... it's solid in game. Is there a better, more reliable way to make brushes noclipped? I've tried alternatives such as nodraw but those do not work either. Is this an issue with radiant's inbuilt compiler? Should I be using the gui thing?
  10. I really like the look of it! Hopefully it doesn't appear massive in game I didn't know md3s could be used as saber models? Doesn't it have to be glm or something like that?
  11. I tried up to ten units away and it still was picking up footsteps from the lower brush. An excess of 1-2 units will make it look like your player is floating over the floor so more than ten is just ridiculous.
  12. Well, the func_wall with the forcefield surfaceparm worked. However it kind of defeats the purpose of what I'm trying to pull off if a brush underneath it will generate the footsteps. Essentially what I'm attempting is to portray the effects of oxygen draining out of a room. I make it halt all ambient sounds and that but the only thing that remains is footsteps. I figured I could pull this off with an invisible door brush coming up from the ground one unit that eliminates footsteps but I suppose that won't work afterall because it just draws the surfaceparms of the brush under it!
  13. A func_static seems to still generate footstep sounds.
  14. Turns out surfaceparm nosteps doesn't work. There may not be a way to pull this off in JKA.
  15. Some of those looks like a cancellation would have been the best outcome. "Jedi Rebel" or "Rebel Jedi"? Great titles... just jam any Star Wars title terminology you can on there, amirite?
  16. The sound.
  17. I threw that on a random floor texture for testing and my player still makes footsteps
  18. George Lucas didn't ruin my childhood. Polio did.
  19. So, in mapping, is there a way to create an invisible surface (like a clip or caulk) that does not play any footsteps when a player walks over it? Perhaps by shadering in new material settings? Maybe a shader that's in the base game already does this?
  20. Any luck so far @@Delta_135 ?
  21. No one has any ideas??? He's so cloooose!!! WANT
  22. Hmmm... I don't but @ might know?
  23. Well, the only one I plan to use is the realistic, without blade version. When Delta puts up the file anyone else is welcome to do what they please with it
  24. It does look good, though... it just needs to be about 1/2 scale it seems. And... lol... I'll be editing the blade/damage out with a .sab file obviously.
  25. sgasfghasfhjsdgj How do you say "I love you" in Danish? Basically what I'm going for is it to be able to be held as if it were a real suitcase when the "saber" is unignited and held down at the side. (I know that's probably obvious lol) But idk if, when dropped on the ground, it would clip through the ground or lay flat like normal. Either way its no big deal I'm just happy someone managed to make it! Looks great with the current texture.
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