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Pande

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Everything posted by Pande

  1. Version 1.0

    2,428 downloads

    The original FFA3 map, Tatooine Streets, didn't really feel like a Star Wars location to me. It's layout was popular, and certainly as the only bright FFA map it was a nice change of tone from the dismal Vjun Sentinal, Taspir, Korriban, and Rift maps, but I felt it really needed a visual makeover. I kept most of the layout intact with the exception of the room which overlooked the landing zone, which contained the disruptor rifle. I left that room out and instead opened the huge door in the hangar. I also removed the annoying X-wing which just got in everyone's way. ;D The map originally featured in JKG: Versus as the second official new map. It has since been expanded into an entire city map, forming just a small part of a large and expansive layout which you can experience fully in JKG. Credits: Krattle - Elements of Chalmun's Cantina used with permission Kaldor - Assistance with competitive play optomizations JKG Team - Beta testing and companionship
  2. The two do combine though, good HDR feeds into bloom so when the HDR makes the screen really bright the bloom acts on that. Plus JKA bloom is per shader but real bloom is pixel value based.
  3. Besides, dglow in JKA doesn't support per-shader controls for it (all the controls that are in r_dynamicglow* ) which basically makes it a one-size-fits-all-but-poorly solution for making glowy things. Plus it looks terrible on thin objects that are seen on an angle and has all sorts of artifacts. Also.. it's not exactly dynamic. In fact it's pretty linear. Bloom is much more dynamic, it responds to everything on the screen at once and changes when the visuals do.
  4. Pande

    Light Corvette

    Really screams for new textures! Brush work is good
  5. The head is quite off from the reference
  6. The warning means that the engine can't make a collision plane for a part of a patch mesh, which may result in being able to pass through patches in a certain way. Make sure you haven't hidden sections of a patch mesh by collapsing them into the neighbouring vertices. I'm not even 100% sure though that that is what causes a degenerate patch (which is what causes cm_gridplane error) but it's my best guess.
  7. Surfaceparm trans is what deals with vis, whereas surfaceparm nonopaque was introduced to allow light to pass through a surface (even structural ones) but I suspect may be completely deprecated now (trans takes on the same properties). I think it used to be that surfaceparm nonopaque would allow you to completely let light through even without surfaceparm alphashadow, but now you need surfaceparm alphashadow and surfaceparm trans to do that.
  8. Caulk and nodraw_solid are identical shaders
  9. Use a panoramic photo and use tcmod scroll
  10. The exporter is assuming q3, you can see it in the file path it is adding baseq3 after Star Wars Jedi Knight Jedi Academy/ and not even including gamedata. I have been using mrwonko's plugin for a while now, if you want next time you are on irc I will show you how to get it from Blender to scale using a template start up file I have.
  11. Holy fucking shit. Pardon my fren excitement.
  12. Me gusta but one suggestion, those bands on the emitter seem to be a hard surface, so I assume they are not wires. If not, what are they? I would think they would be a belt clip. In which case they should have an open section so it could slip onto a belt. I dunno you never really get to see how a saber is attached to a belt in the movies :/ Maybe It's some sorta magnet.
  13. Yikes, what happened to the sand texture on ffa2 :/
  14. Solution: -15db gain on all other sounds except roshes.
  15. Idea #2: temporarily use 2 bounding boxes. The original one would squash down to make sure the player's head as he goes down to the ground is always covered. Then a second would extend to cover the legs. If timed right to the animation specifically, it could work pretty seamlessly. If at any point the bounding box is not able to expand without hitting something, the player is told they can't go prone. The code checks once at start of animation that there is enough room behind them to begin with. The only iffy part is if the player goes prone at 45 degrees, I guess that is where rotation really is the only way. Please excuse the absolutely terrible animation, I really suck at posing models.
  16. That's the idea... I've been looking forward to this for a long time.
  17. Wow that has got to be the ugliest blasphemy to the star wars world I have ever seen. Who came up with that....
  18. Lighting in the bar looks quite off, why so much light above those lamps? It looks like maybe they aren't spotlights.
  19. The reason is your spacing between letters /sign
  20. It's not hard to see at all, it was a joke. o.0 But hey if it looks good ingame, who cares anymore. Back in the day we had to worry about fps even for small maps. This map is too small to worry about it so f*** it just have fun and create something. One thing though, those curved walls could be done with patches and they would look smoother, rather than doing CSG subtract. Also if you want nice cuts like that try this site http://mapgen.nerius.com/ of abusing CSG subtract.
  21. Very cool! @@eezstreet what about flattening and expanding the bounding box horizontally in a smooth way? If it can be changed on the fly (I dunno - could it?) then you wouldn't need to rotate it.
  22. I spy with my little eye a CSG Subtract operation. < --- LOL I just noticed my avatar is 'a little eye'.
  23. 'Rosh Penin', no offense, but relationships can be just as much a waste of time as games. Both distract from productivity. You have no business telling CrimsonStrife what he should do with his time. Keep on topic, everyone. OP could be asking for suggestions for a new Mazaratti, you either reply if you have experience in the world of expensive cars or move on, you don't chastise him for buying an expensive car or ask him why he wants one.
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