Jump to content

ZeroRaven

Members
  • Posts

    178
  • Joined

  • Last visited

Everything posted by ZeroRaven

  1. so of course, I add in to shaderlist.txt, the names of the referenced shader files, (tried just the name, and the name.shader) and still the textures do not appear encircled as they should. Console in Radiant says 0 shaders loaded. It also says its unable to find the shadertags.xml in the jk2.game folder. I'm slowly running out of ideas here, lol.
  2. UPDATE: Never mind. Forgot to update the shaderlist file
  3. While attempting to utilize some custom textures and shaders, I've hit a small snag. The texture files load up ok in Radiant 1.5, however it doesnt appear to be reading the shader file. What I mean is, in the texture editor, there is not a telltale white ring around the textures referenced in the shader. It appears to affect only custom textures/shaders as the default ones work properly (as much as possible for JO). I've tried to use 2 different texture/shader sets, as well as attempting to use the "Moonbase Alpha" textures/shaders as a control test. None of the shaders seems to want to load properly. Some specs if interested: Lenovo laptop runnin Win10, and using disk based copy of JO. I've attempted to set the "read only" option for the folders/files to off, and that doesnt help. Any assistance would be great. Thanks.
  4. Young Han kinda reminds me of David Duchoveny in the old X-Files show.
  5. Thanks. It should hopefully be a.simple matter of replacing some textures with the default raven textures from the hoth set.
  6. I seem to remember an At-At vehicle on filefront. Does anyone have it still, or know where I can get it?
  7. ZeroRaven

    Duel ATAT Bay

    AT-ATs are only 16 meters right? That seems like the over scaled DF2:JK AT-AT
  8. Gotta say the Kyle-Mara duel in the MotS secret Bespin level!
  9. Was thinking industrial or warehouse theme personally
  10. X-wing alliance did feature in cockpit views with pan-able camera. Though the original cockpits weren't very detailed. I believe someone made an XWA Upgrade version of the ravens claw. Check out darksabers site. Might be simpler to convert the OPT file.
  11. Been doing alot of study on different level designs and layouts, and this was the base layout. gonna build up the walls and test with a few bots to find out the best areas after bot-routing of course
  12. Some of the textures in the SC's are reminiscent of @@Szico VII 's level NeoTokyo, especially the curved building side 2 SC's after the shot through the sniper scope. However the remainder could have been found on external sites.
  13. See there is my issue. I normally test maps using the devmap command BEFORE packing. However when I run the level in devmap, with just info_player_duel, it gives me the "no spawnpoint on map error"
  14. If anyone can give me a tut on how to set up a duel map i'll gladly finalize and release.
  15. I'm sure ramping the LMS could alter the shadows, but given the more blocky nature of the map itself, wouldn't the blocky shadows fit better?
  16. So after searching for more mapping inspiration, I came across an old map challenge posting for a 20 collide-able brush map (not including skies or things like triggers). Since all of my previous mapping designs have included far more then 20 structural brushes I decided to test and see if I could create a functioning map with 20 or less. While it's presently designed as a 1v1 duel map, it is large enough for up to a 2v2 match. Simple geometric shapes were used in the design, focusing primarily on hexagons and octagons, it also features a few trapezoids to round out the ramps. There is a falling trigger set beneath the main portion, for those that decide to commit suicide . Over all design sits at 26 brushes (18 structural, 6 sky, and 2 trigger areas), and while not exactly what I'd initially envisioned, working within my self imposed limits forced me to think in perspective about form and function, and in this case I went with the "less is more" philosophy. I do hope you'll enjoy this and I will release it as soon as I figure how to get the duel spawning to work right. (devmapping the level with just duel spawns gives me a "no spawnpoint in map" error lol.)
  17. Sorry, been really bogged down with RL. Basic map outline is completed (walkways, lift side and landing pad, and central tower). Working on the internals of the tower bit by bit. Some texturing is done. Overall, say 30%? Again I do apologize, been working on some JK projects and real life crap.
  18. @@Circa @@Oobah @zeƒilus I don't normally like to get involved in any sort of heated/semiheated/completely pointless debate. First I do admire Oobahs work in recreating the map, assuming he went ahead and actually built out the map rather then just importing and modifying the existing files. Second, just because a map is popular and widely played, doesn't mean it cannot be improved. Halo's "Blood Gulch" map for example, had 2 further iterations in subsequent games. Third, permission from the original author is as always a must, providing it wasn't stated directly in the readme that people could use the source material without having to credit the original author. Highly doubt its in there though, people are generally protective of their work. Long story short: Recreating maps as a homage to popular maps (just look at my own WaW_Asylum remake) = GOOD Using peoples work without permission = BAD Arguing over moot points for whatever reason (jealousy, spite, a sense of self superiority) = BAD The old saying goes, "A house divided against itself cannot stand", same goes for modding communities. Oobah is gonna do what he will do and as long as its inside the rules and regs, there shouldn't be an issue.
  19. There has been many a good project denied because of admittedly ported models and textures. A Dark Trooper model mod (ported from BF2 and DENIED in the forums), is just one example. Its not like submitting another authors work when efforts to contact them for permission fail, its a blatant disregard of the copyright laws. Same reason we can't port models from JK2/JK3 and stuff into the old DF2:JK.
  20. Looks really awesome, and while i hate to knit-pick, but doesn't admittedly ported textures and models violate the Hubs policy?
  21. That was my intention, the darkness I mean. Disorienting in some areas, only the haunting red glow to guide you. Glad you approve.
  22. Version 1.0

    132 downloads

    A small symetrical map inspired by my JK/MotS maps "Vertigo" and "The Grid". Includes 32 spawn points, but no bot routing (pointless in the map style). Includes the repeater, rocket launcher, mines and thermals. Happy fragging.
  23. Ok well as stated, ya'll aren't mind readers. The following picture is how the shader looks in level. The WHITE area's are where my lights should be. I'm wondering if by adding a line to my shader in the first post, if I can make the $whiteimage glow which is currently blocking my textures, translucent rather then the solid white texture blocking mess. I want to be able to actually see my texture behind the glow is what I'm saying. If I still had access to the full texture set from TRAK5, i'd just do that, but when I converted it for use in JK i removed all "unnecessary files" like the normal maps and glows since the old SITH engine didn't support them.
×
×
  • Create New...