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Hudaw

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Posts posted by Hudaw

  1. Update: Working on the second part of the city, where all of the civilian RP sections will be. The challenge is creating visually striking skyscrapers, while also providing flight lanes and foot-traffic lanes. I worry that the section could be much too large for foot traffic. In JA+, this isn't a problem as the grapple is a good traversal tool.

    Maybe some atmospheric outdoor areas can serve as sort of "checkpoints", like an ourdoor cafe or a fountain or something.

    spacer.png

    DarthValeria and OCD2 like this
  2. 12 hours ago, fullkevlar said:

    Did you mean vertical?   If so, having a large freight those elevator that takes playets down to a portaled "underground" area seems possible.

    I'm saying verticality is a bit easier because you have the capability of using elevators like that, but you don't have as much of a luxury with horizontal layouts. Players expect a larger horizontal sightline for a city like this, but you can toy with the verticality to get the three-tiered city idea I already have. 

    It's going to be a bit tough is all. It's going to take months to get this map out, and then I have to pip MJT for lighting because forget that lol.

    OCD2 likes this
  3. 3 hours ago, Lancelot said:

    @JesseHumphry

    I moved this topic to the WIP section, as it's the more appropriate place for this map.

     

    A huge map also comes with a lot of potential. Personally, I enjoyed the introduction of the mod-parlor in The Book of Boba Fett, the one specialised in cybernetic enhancements. Adding such a location would be something interesting and new.

    Ah thanks, sorry about that hahaha. 

    Yeah it really depends on how much of that is brush vs. model work, but it definitely would be cool to look at adding some spaces like that.

  4. Hey all. I'm working on a fairly large map. At the moment I'm just doing the exterior pieces to find the form of the map before I worry about the interiors. 

    Right now what I have is: 

    JEDI TEMPLE SECTION

    • Temple exterior with landing pad and spawning x-wing
    • High-rise buildings around the area to show the edge of the available area

      YWnGAXk.png

    SPACE STATION SECTION

    • Space station exterior
    • 4 hangars
      • One already populated by the Ebon Hawk prefab


    cAIIKFR.png

    CITY SECTION

    • Unavailable

     

    I'd like to get some ideas for what people would like to see here and then check the viability against what I can do and what the engine can do. I'd love to hear the ideas you have. I've also included screenshots of what's currently done. 

    Also worth noting that if anyone would like to assist with the creation of the map directly, I welcome it. 

    OCD2, Aldro Koon, ZelZel and 2 others like this
  5. I think there are two possibilities for this occurence, late as I'm responding to the topic. 

    1. I believe lighting on doors is done when they're in their closed position, but lighting against all surrounding brushes is done as if the door is not there. It's likely a similar issue to how func_plats are lit at their extended point instead of the starting point. 

    2. Depending on how the doorway is constructed, the surface of the brushes could be taking extra light because there's no break in the brush. If you make the doorway around the door its own set of brushes and then further split them right where the door is, you might get better lighting behavior. 

    Without a screenshot of the affected area, it's tough to tell. 

    But IDTech3 doesn't exactly do dynamic lighting like UE4, so.

     

  6. 1 hour ago, MagSul said:

    I tried a scan over ye olde search engines this afternoon and came up short as well. Glad to know it's not just me! 😶

    It's so strange because not only do I distinctly remember it, I remember the color that the levelshot was for the more recent of the two versions. The current levelshot has a blue hue, and the newer levelshot had a red hue. 

    I know I'm not crazy but there is zero trace of a single file out there so maybe I AM crazy. 

  7. Hey guys, I used to RP a lot and I just recently got back to my old community. I'm working with a new website for us and all of that stuff.

    Anyways, one of the maps we have is Carrack, but I specifically remember there being more than one version of this map.

    Am I absolutely insane or does someone out there have it? 

  8. #1, you can use a SoundSet key in the worldspawn for sounds that can be heard all over the map, and target_speakers set to loop on for area specific sounds.

    #2: It looks like func_plat can be set to player_use in the entity menu.  But if you have another button that you want to control it, make a trigger_multiple around the button, link the ents so the button targets the plat, and make the button usable.

    #4: This shader might work, it'll cast light in the shape of the brush you use it on, but the surface will be invisible and nonsolid.  Change the "q3map_lightRGB 1 1 1" part so it's red.  I feel like this is a pretty hacky shader the more I look at it, but if it works it works.

    textures/racepack8/rp8_brushlight
    {
    qer_editorimage	textures/racepack8/editor/brushlight
    qer_trans	0.7
    surfaceparm nomarks
    surfaceparm nonsolid
    surfaceparm nonopaque
    surfaceparm trans
    surfaceparm nolightmap
    q3map_lightRGB 1 1 1
    q3map_nolightmap
    q3map_surfacelight 500
    {
    map $whiteimage
    rgbGen const ( 0 0 0 )
    blendFunc GL_ONE GL_ONE
    }
    }
    

    Dunno about #3 or your last question!

    Thanks a ton, Artemis! I was familiar with Worldspawn but I just wasn't sure if target_speaker worked without being hooked to something else. 

     

    I'll try out that shader and see if that sucker works. I honestly feel like it'd be great to know that you're about to hit the edge of the space box before you get teleported, or alternatively seeing if trigger_shipboundary actually works and is more functional there. 

     

    I'll need to see your image, though, because I don't have "racepack" in here by default, so you must have somethin I don't. The big question is whether or not it will cast light on the ships that move into them, not so much the brushes in that zone because I don't plan to have any brushes at the edge of space. 

     

    RE: the func_plat, I did set it to player_use but it was still triggering on touch.

    Also, I added another question ;) 

  9. Hey guys. This is like the fourth post I've made so I'm gonna just rattle off questions I've got so I can get them all in. 

    1. I'd like to have atmospheric effects that aren't triggered by an FX runner. For instance, I want idle room noise so that the map has some character. What entity to I use for this?
    2. How do I restrict a func_plat to player_use or to a switch so that it doesn't auto-move?

    3. Can I make a force field brush that only stops projectiles but doesn't stop bodies or anything else? I've tried shot only clip but it doesn't seem to work.
    4. Is there a way to create a shader that CASTS light but doesn't EMIT light? I don't want to be able to see the light or the shader itself, but I want any person or object who walked into the shader to have the light cast on it. I want to put shaders at the edge of the space portion of the map so that the ship turns darker shades of red as they approach the teleport edge. I want to use a shader because I don't want to use entities if I can help it.
    5. For trigger_space, do "inside" brushes counteract this so that I can more easily block out space areas, or do I have to get a bit hacky on that?

    SECONDARY QUESTION:
    The entity limit for servers is 1022. Is this a simultaneous limit? Can the map have more than 1022 entities but perhaps some of them aren't loaded due to intelligent design / vis work? 

  10. Turns out I don't need to switch it with another brush. I just set the "unlocked" field's shader to "surfaceparm nonsolid" and set the "locked" field to solid. 

    Then they could switch against a trigger and I can just use two meshes. Ugh. This mapping thing is driving me nuts but it's so much fun.

    Artemis and Droidy365 like this
  11. You could try using a patch, since the backside of it is nonsolid.  It should let you only run through it one way.

    Oh my god I'm an idiot. I can't believe I didn't think of that. 

     

    So I could use the patch and as long as the texture is "cull twosided" then I'm fine. 

     

    So I could then set it to func_usable and switch it with a regular brush covered painted with nodraw_solid if I wanted to make a locking switch. 

     

    Okay, I'll try this. Thanks. God I feel like an idiot. 

    Droidy365 likes this
  12. Hey guys, sorry to drop in here again. 

    I'm trying to build a hangar bay that has a one-way force field. I want to be able to leave the bay but not come back in. Essentially, I need it to be solid on the outside, but not solid on the inside. 

    I imagined I could do this with shaders, but I'm having no luck. I put nodraw on all sides except the side I wanted the texture on, which didn't work. Then I used nodraw_solid on the sides of the brush but regular nodraw on the hangar-facing side. And that just made the whole brush solid. 

    I'm sure I can do this with shaders, but maybe I'm just missing something? I'd appreciate any help you guys could offer here. 

    Thanks.

  13. If you're getting that error it means the spawner is working but the NPC has some error. Do you have many vehicle/NPC files on your base folder? It could've been overrided and hence the x-wing doesn't spawn.

    So the issue was that there were too many NPC files. I removed all excess vehicles and then removed NPC files for all the custom models I keep for RP. 

     

    After that, the x-wing spawned in. 

    Noodle likes this
  14. Yeah I couldn't spawn it in-game either, even after I'd removed all the other vehicles. 

    The swoops will spawn in SJC's Mos Kreetle map for me when I join a server, but they won't spawn for me when I devmap into the same map. So yeah, it's gotta be something with my base folder.  

    Here's the entity, though, just in case. 

    49F8VAS.jpg

  15. The prt file is a by product of the compilation process and should be generated by q3map2. If you get an error stating that the file is missing, try deleting all files besides the created by q3map2 for the Map youbare trieing to compile.

    I actually self-solved this. I think the commands weren't running a -saveprt so I just downloaded the GUI and the problem was solved. THanks though, Ashura! :D 

  16. If you're getting that error it means the spawner is working but the NPC has some error. Do you have many vehicle/NPC files on your base folder? It could've been overrided and hence the x-wing doesn't spawn.

    See that's what I thought, but the swoop spawns just fine in other maps. 

     

    That's the other weird thing, too. I'm not calling for a swoop, but alongside the error for the x-wing, I'm getting an error for the swoop. With OpenJK and japlus, the vehicle thing shouldn't be a big deal, should it?

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