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ZeroRaven

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Everything posted by ZeroRaven

  1. I would say EP1 because of Darth Maul (best villian EEEVVVEEERRR!!!) But chose EP5 because it was the most engrossing of the bunch!
  2. And this functions in MP as well as SP correct? I only ask because I'd had some issues with doors not opening in MP previously. Both using the "activate" command on the func_door as well as not using any such command. Both seemed to yield sporadic results.
  3. So as long as I have the direction (I.E. Up) set it will open and close upon proximity to said player?
  4. So I'm working on a map, and I want to have an automatic door which opens as the player gets close. In the old DF2 game I did this by making "pressure plates" on the floor and conencting them to the door. I know it is possibe to makethis in JO/JA but I cant seem to remember the process exactly and I cant find a tutorial on how to do it. Normally I make my door and set it which the up vector for movement, and make it activateable. I'm assuming its a trigger box base though? Have triggers boxs on either side of the door linked to the door so when player overlaps with the box it sends the trigger to the door and "open sesame" ?
  5. ZeroRaven

    Alien

    Went to download. Said compressed ZIP file is invalid or corrupted.
  6. What about the room with the self-destruct button?? lol
  7. @@MoonDog No I don't think I do. I used the cylinder tool to make a bending corner on a pipe, but I've used that before and had no issues. The only brushes I cleaved into only turned it into a pentagon, so i'm not sure what the error is.
  8. So during a test compile I recieved an error i've never seen: ************ ERROR ************ MAX_TW_VERTS (12) exceeded Now most of the lighting in the map is coming from actual light source faces, and i've utilized this before so I dont think thats the problem. What this error refers to I'm not sure since I can still test the map without any noticable issue. Presently I'm at a loss.
  9. Well the map I'm working on is going to be designed for TFFA primarily, as will be noted in the color schemes. But I wanted to have it playable for basic FFA as well. Not so much concerned with the CTF side of it personally. So I'm tempted to try it out with the FFA/TFFA spawns in map this way I can better distinguish the two sides. Now for another question. dynamic glows. I have a texture that I want to have a semi surrounding glow, like you would expect a flourescent light to create. I.E. |fuzzy glow|light core|fuzzy glow| The shader is as follows { qer_editorimage textures/arena/bluelight.jpg q3map_surfacelight 10000 q3map_backSplash 5 16 q3map_nolightmap q3map_lightRGB 0.1 0.3 0.7 { map $whiteimage blendFunc GL_DST_COLOR GL_ZERO rgbGen const ( 0.10 0.30 0.70 ) } { map $whiteimage blendFunc GL_ONE GL_ONE rgbGen const ( 0.10 0.30 0.70 ) glow } } Will a glow such as described only be visible based on the way the map is compiled?
  10. Will the team based spawns also spawn normal FFA players then? And again for my reference the spawns are info_player_start_blue and info_player_start_red correct? What is the info_player_start for then? SP?
  11. Hey guys, I have a slightly noobish question for you. In regards to FFA and TFFA spawn points, when making a map for multiple game types, do you put both the generic FFA spawn points as well as the Team based spawns into the same map? Or create 2 versions of the same map with the spawn difference? I know its a noobish question but none of the tutorials I've found have helped me solve it. And also just to verify what is the spawn point limit in JA? I remember hearing somewhere it was a fairly low number like 16?
  12. See now why cant we just take Radiant 1.6 and find someway to code in the lighting preview? Would it really kill it that much? Or is it that the hard code for Radiant just won't accept such a feature. Hell we have some of the best editors here, why can't we figure it out?
  13. der there IS a facepalm one!! Gah!! LOL
  14. I actually thought of that while I was at work. Figured that was my problem. Such a noob mistake too. Seriously we need a facepalm smiley on here. LOL
  15. the Skies.shader is in the shader list. its one of the default shaders
  16. So I'm using a custom skybox set, well trying to. Problem is in game the sky is the white/grey grid and accouring to the console I'm getting a "Lightgrid mismatch error". I looked at my shader file and all looks good. I cant figure out what I'm doing wrong. this is the shader I'm using textures/skies/Narsh_final { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyparms textures/skies/narsh 1024 - }
  17. I'm working on creating a JA player model from a Quake 3 MD3 set, specifically the head-upper-lower style MD3 set used by Quake players. I know that JO/JA players need to be all in the one file and have a GLM extension. Presently I'm working with Milkshape3d and was wondering if anyone knew how or could help me figure out how to import the MD3's and get it all setup and functioning properly?
  18. Trank let me first say, Nice job. Second let me be the first to say I am so glad your JO/JA radiant skills are much better then your DF2:JK ZED skills lol. Looking good man.
  19. Break up the monotiny of the "distant" city scape. Add windows, walkways, civillians etc. Add/keep speeder flybys, or atleast something similar to JA's Courascant level. Overall, the original Nar looked WWWAAAYYY to dead, then again so did JO's rendition also. Recommend using the civillians from the MotS mod also.
  20. @@eezstreet I'm not advocating a true 1:1 copy. I like the idea of taking the original design and adding detail to it. Pipes, lights, locked doors to no where. As Onysfx said "The only reason there wasn't more detail in the original is because they weren't capable of it. If they could have made the areas more detailed, they would have" This is a DF2 recreation mod correct? Not a DF2 Clone mod, but recreation. Take the original design and improve on it. Add details to have things make sense. Fix lighting issues, AI issues, random environmental crap. But just keep the FEEL of the levels was my main point.
  21. See using the original DF2 mod as well as Zell's designs as reference when compared to the LEC, both got the designs very close with some overall necessary addons. Zell added vents in the first large room/hallway after the bar. I think the point Gibba was trying to make was essentially that a 1:1 copy with added details would be preferable. I.E a door behind the bar to an employee area, a door outside the bar so its not just the hallway you leav by etc. But please remember one thing, in my professional opinion Gibba does have a narcissistic personailty. Lol. I love how the new beggining area looks though. Remakes the opening scene well yet still keeps the original LEC level look and feel.
  22. On another note. Already there has been some criticism to the design aspect of this 01Nar redux. Gibbagobba20-Jan-2014 16:42Okay, so I got a chance to play the beta demo containing an early first level. There were some things I liked, but there were a lot more things I did not. The layout and scale was bizarre. If you remake DF2, the levels have to be pretty much stride-for-stride. Even though nothing was ever released, the original DF2 to JKA mod had their level design down: Near replications with added detail. I know this is a WIP, but it just isn't very good thus far. I'm hoping that that level gets reworked dramatically and the whole project is focused towards being a faithful replication (I really love the idea for the HUD and the first-person fists!). Until then, I just don't like it. This is a post from Gibbagobba on JKHub.net, he is an avid gamer and lover of the original DF2. I'm assuming he is referring to this particular level since this post was made not too long after I pointed out the DF2 mod subforum here on JkHub.org. Now please note I'm not saying I agree or disagree with him in any way, however it is my belief that his post has some valid points. Most notably is that The level design seems to stray too far from the source in some aspects. The bar area. While it still bear resemblence to the source, it is a passing resemblence at that. Just as an example, my DF2MP redux levels, mainly Nar Loading terminal thus far, while I am artisically altering the level to incorporate new design features, the level itself is nearly an exact copy. Game flow wise, and even down to proportions. Just fixing some things that dont make sense (the ramp leading to the elevator, how do you get cargo up??) , adding small details here and there etc. Artistically and esthetically your 01Nar recreation is looking good, just remember the source material. Just my .02
  23. Must admit I like the looks of this so far.
  24. The Player skins from DF2 were released on JK3.Filefront. Was looking into DLing them but Filefront seems to be a pain. Wont let me DL right now. Presntly I only have 3 MP remake maps planned, Nar Shaddaa Loading Terminal, Bespin Mining Station, and Canyon Oasis. I may also include the Valley Tower map, as well as the remain standard DM maps. @@DT85 If you can either make the textures, or know of a place to get a more complete set, I'd be willing to possibly look into working on some more maps. Presently what I'm working with is only a partial set, primarily the 00 base set, and the 01Nar set from JK and the textures made for MotS-JA Conversion.
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