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The website was recently updated, and consequently some things are broken. We will be fixing minor theme bugs in the background over the course of the next few days.

ZeroRaven

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  • Gender
    Male
  • Interests
    PC Gaming and Game design/development.
  • Modding Interests
    Mapper
  • Gaming Specialty
    FFA
    Singleplayer

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  • Website
    http://ravensnestprod.webs.com

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  1. @NAB622 thanks for the help, worked wonderfully On that note, is there a way to combine the specular/enviro shader WITH the light glow shader?
  2. As the title says, I'm having an issue with the shader file for my map. The glow appears to work, but its had an unexpected (and unwanted) side effect, the shader is now see through. Realistically the shader itself isn't complex and is fairly standard, so I'm not sure exactly what the issue is? I typically use the same shader for all my lights and light source3s, and can't recall having this issue previously. Did I F-up the shader? Any thoughts or input would be greatly appreciated.
  3. A few updates on the Aliens theme. Adding some hallway variation to help differentiate which area your in. It blends nicely.
  4. As an old school JK:DF2 guy, I love the charge jump, its nostalgic. Though as previously stated, based on the JA combat style, the charge jump doesnt make sense.
  5. Figured rather than post a new thread every time I get "the bug", I'd just make a WIP thread and just update it as I go. So, as it begins, I've started a new DM level, possibly pack haven't decided yet. I know the lighting in these few SC's is dark, but that's the point ?
  6. I was aware of needing both a glm and md3, but isn't the pickup version also an md3? Presently I'm sitting on 2 models, both in OBJ format, one internal and one external.
  7. Interesting facts there. Since I'm making my doors in radiant and exporting as ASE. So by using an ASE it's basically as if I'd made the door from brushes in general. Nifty.
  8. So I've been contemplating making a new weapon for some of my levels. I have the OBJ model, textures, and Blender, but it seems we have no tutorials for creating and importing custom weapons. We had a video tutorial but the link appears dead. Unless someone wants to offer help?
  9. @Rmvsallen I've been working on a Clone Wars mod for JK:DF2 for a long time. We have a B1 model, but with you permission, (and provided I could convert it successfully), I'd love to use yours instead. If for no other reason than for the full skinlist! Add variety like I am with my Clones.
  10. there is actually a model key also (atleast in 1.5 its a selectable option right above the sound box), that seems to support ase. If the file was an MD3 would it function properly? On that npte, can I target a 2nd func_door to the first one to make them open together?
  11. Good evening fine folks, I was working on a map earlier and I'm running into a small problem./ When making a FUNC_DOOR there is a target path for a model to be displayed. I have currently set my door brush, and my model path to the door half I want to use, however when I test in game the brush is completely invisible. To verify it actually exists, I set it to player activate, and the activation prompt appears, and the sound plays, but again, no model. Is there a special way to do this?
  12. Yes I have, that was where I got my start. For JK/MotS the only ones presently active are "Aliens: Dark Beginning" and "Power of the Force"
  13. So I'm thinking the layout is pretty much finalized. I'm 80-90% happy with it, I may still tweak the heights of some of the floating platforms. As it sits at present, the playable area is 2048x2048 units square. At the highest point it is 576 units above the floor, and the deepest pit is 4096 units straight down. To Dos include adding the trigger/cushion brushes for the pits, adding spawns for multiple game modes, possible bot routing, and the weapons spawns for the other game modes. Currently it contains around 60 DM spawns, to offer some variety in spawn location, however with the s
  14. @fullkevlar next time you test the map, try the walking up to it and tapping crouch. With only a 5unit gap at the ledge, it shouldn't be that big a difference. The crouch tap also worked at 64 units with an 8 unit ledge, but didn't at 48 units.
  15. So, I'm not sure if you're strictly going with visual comparisons for scale, but if you need measurements, Bill Burr is 5'10" and Pascal is 5'11". Both actors appear to come up to roughly 2/3 the height of the corridor right? Typically (atleast in the old JK games, I used 1jku as 1 meter since the Kyle model was roughly 1.87 meters) so if we assume that the player models in JA follow that same scale, 1.87 meters, then the scale would be roughly 96 units from floor to ceiling? Your POV camera between the 1st and 3rd person is in a different location. 1st appears to be below the head hei
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