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ZeroRaven

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Everything posted by ZeroRaven

  1. So I've added a glow shader to my lights in my map. However when testing in game the whiteimage is completely solid. I'm assuming I need to added a translucent flag to it in the SHADER file? textures/trak5/light1a{qer_editorimage textures/trak5/light1a.jpgq3map_surfacelight 7500q3map_backSplash 0.5 8q3map_nolightmapq3map_lightRGB 1 1 1{map $whiteimageblendFunc GL_DST_COLOR GL_ZEROrgbGen const ( 1.00 1.00 1.00 )}{map $whiteimageblendFunc GL_ONE GL_ONErgbGen const ( 1.00 1.00 1.00 )glow}} And also I'm thinking that the first map $whiteimage should be the path to my texture file right? Used the generic light shader tutorial so I'm assuming the fault lies with my understanding of the script. Also slightly on topic, does anyone have a complete set of the TRAK textures? the website went down and now I cant find them anywhere. Just what I have in my resources (which doesnt include the glow files)
  2. So I ran a test on this map using OpenJK. It would seem OpenJK, with the same settings I use for base JK, I average between 90-100 FPS, as opposed to the 55-60 FPS I was getting in base JK.
  3. @@Darth Futuza It will mainly be a guns map. However the open areas will be sufficient for some saber battling. I've ran some timed laps around the pathways and it seems like a good map for 2-8 people. It is a relatively medium-large map.
  4. @zeƒilus I love the x2 lighting myself and will probably keep it that way. original skylight was only 122, new param is 250 (little over x2). The upper area will be completely open like it is and lit by skybox. Lower floor however is "underground" so will of course be lit by some light sources down there (most likely on walls and ceiling). SOME breakables are planned, since I want to keep entity limits. So probably some cover items which can be blown open like in Battlefield. Perhaps some pipes which will explode upon sufficient damage in the lower level. Not entirely sure about the environmental hazards yet. Just nailing down the basic gameplay right now.
  5. Updated lighting shot. Increased the skybox lighting by x2.
  6. So been working on it still. Tested in game just to verify scale before I got too wild with it. Its PERFECT!! Well I may lower the roofs on the catwalks, but probably not lol. Textured a few small areas just to get a texture-set feel. I think concrete and metal will be the way to go. Skybox is temporary. Images are 512x512 TGA files, yet they look so stretched and pixelated in game. Also lighting is temporary, using a skylight in the shader for the primary light source. Underground area will have its one sub light sources, but the entire exterior will be lit from the skylight. So please excuse the piss-poor lighting. At 1500 brushes currently in level, even on my old model PC (Win-VISTA, 2GB RAM, Intel Pentium 4 Ghz, no PC-Graphics card) I still get between 55-60FPS average. So higher end machines will definitely have no problems at all.
  7. @zeƒilus See I was thinking more Blood Bath = Massacre. A knock down trigger happy slug fest. Since there is a fair amount of open room on the map (at least as I envision it) I figured it would give it a sort of "kill box" style gameplay. Being able to flank your enemy, get flanked yourself, little cover. Weapons set I'm considering has a lean towards fast fire rate, and area effect damage. So repeaters, flechette, thermals, mines. Perhaps one rocket launcher and one disrupter. I don't want this to be a "rocket arena" map so there will be limited ammo for the RL, versus more plentiful ammo for the repeaters/flechettes.
  8. I slave over a hot mouse and this is the thanks i get
  9. Started adding details to the catwalk area. Will work on underground next. Also changed from that horrendous system/Caulk. Wonder if anyone can guess what my newest texture is I'll swap it all back to caulk before I texture though, obviously
  10. Starting a new FFA/TFFA map, entitled "Blood Bath" Map is a 3 story layout, with a wide open base floor, and raised catwalk style second floor, as well as an underground bunker accessible via stairwells near each corner of the map. Haven't begun texturing yet but I'm thinking a sort of industrial theme. suggested by the latticed catwalk support pillars. Lots of metal, concrete and sand is what I'm thinking. Play area of the "ground floor" is 3072x3072 with the underground extending out to 1728 on both the north and south sides for an underground length of 3456 (width doesn't exceed the 1536 of the ground floor). Working in caulk ATM, which is why I included the wireframe for reference. Post more pics as I add stuff to break up the ground floor and as I add details.
  11. Classic map. Love the feel to it. This is one of the maps I'm remaking for JA along with Nar Shaddaa Loading terminal.
  12. Now are the sun and moons light emitting shaders? I didn't see that in the code. But would that even be possible given the code work just to get them scrolling?
  13. Duel of the Fates. Huge Darth Maul fan and it all started with THAT duel. One of the few sith lords to take on more then 1 jedi at a time, and one of the only sith lords to almost kill both. Seriously, saber through the chest, and seeing that utterly helpless look on Obi's face as Qui-Gon falls. Of course Maul got over confident, thats why he lost. Too young, too brash. Not to mention the music. Oh and the location. Techno reactor style, kind of an homage to RotJ I think.
  14. Oh. . . low blow. Seriously before all the auto-erotic asphyxiation crap, Carradine was a hell of an actor and a decent practitioner of Kung Fu, though his Tai Chi work was better.
  15. While I certainly agree with you, I dont want to do bit for bit recreations personally. I like game play elements from maps, not necesarilly whole maps. Like in the Rhen Var map where you can spawn an AT-TE or AT-AT, my favorite part of that map is the ice cave choke point. but I didnt like the one courtyard in that map. But then again I love choke points (normally why I put them in the center of the map). Something about forcing people to have an intense shoot out before moving to other easier to conquer, easy to defend areas. Lol.
  16. Ok i wasnt sure. I thought thats what i was. I'm sorry if that seemed like a noob question but I just wanted to verify.
  17. I'm in the process of creating a large open Bespin themed map, reminiscent of BattleFronts "Bespin Platforms" map. I have a spawn on either end for a vehicle, one TIE one X-Wing. Now using the Vehicle spawn, I set model as X-Wing or TIE depending on spawn. Yet in map it shows up as the screwed up looking Swoop. Is there a special way to set up vehicle spawns? I've been scrounging through the tutorials here, and on the mapping database etc. Can't find ANY mention of properly setting up vehicle spawns.
  18. ZeroRaven

    Moe's Tavern

    Only gripe, needs more cel shading. Lol.
  19. @@mrwonko here is the listing from the games/ja.game file <?xml version="1.0" encoding="iso-8859-1" standalone="yes"?> <game name="Jedi Academy and mods" enginepath_win32="E:\games\Lucasarts\Star Wars - Jedi Academy\GameData" gametools_win32="E:/downloads/GtkRadiant-1.6.4-20130824/installs/JAPack/game" prefix=".ja" basegame="base" shaderpath="shaders" default_scale="0.25" caulk_shader="textures/system/caulk" /> as you see engine path points to gamedata, and basegame is set to base. Though I also noticed default_scale is set to .25 or does that just mean .25 in editor?
  20. Well after double checking and setting basepath to gamedata (though radiant 1.4 uses basepath as gamedata/base), I still have the tilation issue with 1.6 Managed to get the map loading right from 1.4 however. Does 1.6 have an issue with running on XP 32bit?
  21. Well checked my basepath settings Basepath: E:/games/Lucasarts/Star Wars - Jedi Academy/GameData/base/ (set up on my external) Select Mod: Jedi Knight Jedi Academy fs_game: (blank) Mapping mode: Multiplayer Mapping Mode So I'm not sure whats going on.
  22. Well just as an example. This same error occurs any time i try to test a level. Is it a bug with Radiant 1.6? Last time this happened I was told to just use SV_PURE 0 and it solved the problem, hence why I automatically use that console command BEFORE opening the map. Also note the re_addpolytoscene error. Thats also been occuring and I cant figure out why.
  23. So I've been working on some custom maps, yet any time I load them into JA after using the console commands /SV_PURE 0 and /DEVMAP (mapname), I suffer from a horrendus tilation issue. It only occurs when testing a new map, I.E non PK3. Presently I'm using Radiant 1.6 (recently upgraded to it from 1.4). I've had the issue before and thats why I religiously make sure I use SV_PURE 0 before loading up the map, just to make sure its reading from the base directory too. Any ideas on this? Is it a console command issue? As I said it only happens when I load a non packaged Map. All PK3 files I've tested with work fine.
  24. no that was the S.S Botany Bay
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