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Echo

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Posts posted by Echo

  1. Linear games suck so bad, especially the ones that are just 1 long interactive cut scene.

     

    Just upgrade the existing engine since movement and mechanics wise it really can't get much better, just needs visuals improved and physics added.

     

    @@Echo, JA didn't add anything but extra saber blades, all the powers that are in JA are in JK2, just not all of them are available in the SP campaign.

     

    Shoot, you're right! I had forgotten about MP force powers.

  2. I think you're going overboard a little bit with the force powers.

    I feel like some of the force powers you suggest are too complicated.

    And, to speak to force sight specifically, if you remember, JKA actually had some puzzles

    that required your force sight ability, but there were only about three such puzzles in the entire game.

    Most of the force powers JKA added felt gimmicky and unnecessary.

    I'd like to see force powers focused around movement and combat primarily.

    Stoiss likes this
  3. I have a pretty basic scripted elevator set up, so that it will move from a ref_tag at the bottom to a ref_tag at the top and back when activated.

     

    My script seems to work fine; I can see it execute properly in the console with developer mode on.

    However, no matter what I seem to do, I'm getting the message

     

    ERROR: Unable to find tag "elv_up" for ent 40!

    ERROR: Unable to find tag "elv_dn" for ent 40!

     

    (ent 40 is identified as my elevator)

     

    It then defaults the coordinate locations to (0,0,0) and my elevator moves to the world origin.

     

    Any ideas?

     

    EDIT

    Never mind, I was just being stupid and not triple-checking my entity names!

  4. I've had some time to work on this map recently, and I estimate it's 75% done. 

    It's grown a couple of new rooms, and is now fully enclosed!

    The floor in the big open room needs to be cut up a bit still, but that is the only major change I foresee now.

    I've started lighting it, and adding models and details. It's going to be a small-to-medium size map. No more talking; let's see some pictures!

     

     


    This is more or less how it's going to be lit in here.

    shot0048_zpspzvolpo8.jpg

     

     

     


    One of the new rooms; it's a maintenance area of sorts, rougher and dirtier looking than the main areas. It's still very much unlit, but it gives you a chance to see some of the details in here.

    shot0045_zpswhku9r4o.jpg

     

     

     


    Again, this room is missing most of its lighting, and gravely needs to be filled in with Interesting Stuff.

    shot0046_zpsqkixxb3w.jpg

     

     

    So there you go.

    It's coming along, probably set to be finished in another 3 mos. or so.

    If anyone wants an early development copy to play around with / playtest, PM me and I'll see what I can do.

     

    Oh, here's the floor plan.
    Capture3_zpsukmgg6nv.jpg

     

  5. I'm trying to set up a shader that will fade one texture into another depending on the normal axis of the face it's on.

    In other words, to turn grassy plains into rocky mountains with one shader.

    I was reading this manual here: http://q3map2.robotrenegade.com/docs/shader_manual/q3map-global-directives.html

    q3map_alphaMod dotproduct has the function I want, but it doesn't seem to be included in JKA.

     

     

    I want to know if there is another function in JKA that does the same thing.

    Also, do we have a list anywhere of all the shader functions included in JKA's version of the engine?

     

    Thanks!

     

     

  6. You are the one that was making the maps for Jedi Outcast aren't You ? ;) Good Stuff nice work!

     

    About models.. hmm I think they should be misc_model_static (You placed misc_models right? )

     

     

    I just figured I'd clear this up: No, this is for Jedi Academy. :)

     

    I wanted to make this map look kind of like Kejim Post from Jedi Outcast. Sorry for being confusing! :D

    Langerd likes this
  7. I'm working on a map for the Warzone mod.

    As I understand it, this map was originally made by Pande for the JKGalaxies mod.

    As it is right now, the map is in bad condition; missing brushes, textures, models, etc. But that's not what I'm asking about.

     

    This map has what seems to be custom entities: "_decal". Pretty self-explanatory. But I didn't even know that you could do such a thing.

    And I thought that you could already make decent decals with just regular brushes or patches.

     

    For some background for anyone who doesn't know about the Warzone mod:

    The game code is based off of Open JK, with some custom improvements.

    Its graphics are based off of the rend2 mod, again with custom improvements.

    Warzone Mod Topic

     

    Here's a picture of what it looks like.

     

     

    _decal_2_zpsqsj1v3fk.jpg

     

     

     

     

    These aren't causing any problems, but I'd like to know what they're doing and why they're there.

    Thanks!

     

     

  8. Wow, has it really been four months since my last post? 

     

    The map is starting to take shape now. I've got a clear idea of the boundaries and what it'll look like when I'm done.

    There is still a lot of work to do, though. Let's have some pictures!

     

    Here's a shot of the room from my last post. It's changed a little bit.

    shot0009_zpsbq8kldsm.jpg

    Where that staircase leads to in the top photo- This room is still very rough.

    Capture_zpsoyrmhxam.jpg

    Here's most of what is going to be the main room.

    Capture2_zpsqn2340ww.jpg

    A little alcove off the main room. I'm pretty happy with the way it's turning out. Most of it is behind the walls.

    shot0007_zpsksyewzmc.jpg

     

     

     

    I've got some questions for you, though. First, a technical question.

    Why are some of the models not lighting properly? How can I fix this?

     

     

    shot0011_zpsf4hfcvpl.jpg

    shot0010_zpszu7xtubn.jpg

     

     

    Finally, an aesthetic question.

    What do you think of these lights I put in at the bases of the walls? Should I keep them? remove them entirely? Only use them sparingly?

     

    shot0013_zpsj5vatzo3.jpg

     

     

     

    I'd say the map is roughly halfway done, or a little less. Most of the roughing out is completed,and lighting and detail work is pretty much done in two areas.

    Hopefully, I'll have a little more time to work on this when Christmas break comes.

    Enjoy! 

    Langerd and Stoiss like this
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