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Pande

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Everything posted by Pande

  1. If I am going to do terrain in Radiant I do it with a brush that looks like this: Because you can't break it as you described in the first post unless you drag one of the face vertices past the back vertex (the apex). I use .md3 for models from Blender but .ase works too.
  2. You can use a speaker with the global flag to play the sound as if it's music. You should be able to then mute it with ICARUS, but you won't have control over volume in that way. You'll just be able to cut it off and then restart it at a later time, from the beginning of the file. There may be other ways to do what you want, can you describe it a bit more in context to your map?
  3. This is gonna be epic. That looks great xyc!
  4. Use a func_breakable and target a misc_model_Static to it instead, or use a model2 key on the func_breakable. I've heard nothing but bad things about misc_model_breakable, to the extent where it actually isn't present in the gtkradiant 1.5 entity list because it's that broken. I also understand there's been a lot of fixes to it in OpenJK however, by eezstreet
  5. Whose dat rebel guy in the back? From Battlecry?
  6. You can, it's just really dim. I mean really dim. But I remember going through the mines without stopping (the bugs are so slow that you can just run past them and take ~15 damage total over the whole thing) and the crystals on the wall were enough to see corners and such.
  7. @@Jango40, actually all of eez's posts in this thread have been remarkably constructive and mature considering the viewpoint you would expect him to have after the ordeal the he and the MB2 devs had. He's making some solid points and speculations about the mod from a much more insider point of view than most of us could give - would you rather someone else posted those thoughts, without any knowledge of the internal affairs or years of experience with the game? It would certainly be less credible.
  8. That reminds me.. cascading shadows needs to be able to happen twice because Tatooine has 2 suns
  9. Just so you know, square cylinder's light with smooth phong shading around the edges, rather than hard like brushes. This can be useful, in some cases, but I doubt this one.
  10. Btw, I don't have dDo2 and I find I can do just as much with vertex paint tools in Blender, and some manual gimp'ing. But ho boy, is it on my wishlist. Xnormal is the best I have right now.
  11. Sorry, I meant in terms of me baking things (yeah, from high poly). Specular is something I do in image editing only, but yeah it would be included.
  12. As this is my favourite gun ever, I offer my texturing services for the creation of normal and diffuse maps.
  13. You must do a hair tutorial for facial hair like that, it's nice. Btw, nicely done making it go higher up the cheek - definitely getting closer!
  14. This is missing <deviance> <samples> at the end here, if it is sunExt q3map_sun/q3map_sunext <R> <G> <B> <Pitch> <Yaw> <Roll>These control penumbra of the sun lighting.
  15. Closer, still think the chin is too thin. Some of that may be fixed not at the chin but by pulling the jawbone more flat towards the front of the face. Getting that roundness around his chin/neck is important to his face. He has a little more facial hair up his cheek, but it is sparse. His eyebrows are also a bit taller and don't go so far towards the corner of his eye. His ears are also not as tall. Finally, his nose. Did he go suntanning and leave his Breathright nasal strip on?
  16. I didn't go through very far, as this jumped out pretty quickly: /cg_dismember <0-100> - Can be a number in the range of 0 to 100, and sets the dismemberment probabilities. 0 means never, whereas 100 means every time a player dies from a saber hit of appropriate damage. This will not do anything for clients that do not have their cg_dismember cvar set appropriately. Be warned. This setting can slow down your computer It only has off, low, medium, high, very high. 0 1 2 3 4, not up to 100. It also doesn't slow your computer down. It adds ~10 tris per dismembered limb and does some math for the dropping of the limb onto the ground. Nothing that isn't already happening in 100s of places on your screen. Also this: /cg_draw2d <0-1> - Allows the HUD to be turned on and off. Disables more than just the HUD. It also disables any text printed to the screen, including centerprint.
  17. Don't fall Kyle, that glass might break
  18. Could make a custom NPC flag playermodel with animations and spawn it as an unkillable NPC in the map and surround it in a brush so it can't be targeted by crosshair. Btw, what's going on with the right side of the top of this arch? http://i.imgur.com/CVzLXH7.png
  19. Targeting a light at an info_null is easily misunderstood to have an affect on the 'distance' of the light. In actual fact, it doesn't, it only switches the light from 360 cone to a more focused cone. The distance is a combination of light strength, light scale, falloff type, and is focused by radius. For e.g. if I want to have a light for a streetlamp, I would probably use a high light value but a lower scale (because these lights tend to cast very far but not actually very bright), and I would set the radius quite large since they use reflectors and such inside the lamp to cover a broad range. light/8000 scale/0.25 radius/2000 Untested values, but I think that's probably pretty close. And of course, color. Now just target it at an info_null or use angles, but I find it's easier to just use the info_null - it gives you an obvious visual cue that the light is a spotlight, in the editor, and it's kind of impossible to mess up the angles that way. Note radius is only used for lights with a target/angles.
  20. Lol, /thread. And once again, see my signature. Actually, it's funny how 'mature' you type now, then read my signature minus the [ ] edits where I fixed grammar and spelling.
  21. There was so much magic to those games
  22. You are missing Star Wars Episode 1: Podracer
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