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Posts posted by Iffo
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I'm up for it!
Iffo (tis ex-jawa Gravitas, Jango hope you're good!)
Jango40 likes this -
Soon as I heard this I thought it'd make a great SW Cantina song!
AngelModder likes this -
Did a bit of work on the reception area.
Featuring a piece of set from 'Rixes: Jungle Warrior of Endor' and the Original Wampa costume from 'Wampas Revenge XVII'
The wampa pod has falling snow, and I'm going to sort the grate at the top and the blackened side of the rock
All artwork on the walls is just filler artwork for now too
Merek and swegmaster like this -
Maybe it's stupid to ask but how did you make the texture lighting toggle?
Not at all, this is probably where someone will tell me an easier way .
- Create the lighting unit (which is just a rectangle brush)
- Apply the texture of the off bulbs on one face.
- Duplicate the brush and move it down slightly before shrinking the width so it's 1 grid square thick (think like a piece of paper)
- Caulk all the sides of this new thin brush
- Apply the 'light on' texture to the face of the thin brush
- Turn the thin brush into a func_wall
- Use the trigger you use for the lights to also toggle the func_wall. So when the light entity turns on the thin brush also appears.
If you use the thinnest grid size (from the menu, not the 0 - 9 hotkeys) it isn't noticeable that it's slightly infront at all.
If this isn't clear, let me know and I'll see if I can do a screen recording or something.
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2017 has been hitting seriously hard, so not made nearly as much progress with this as I would of liked, but that said managed to get a spare few hours tonight.
Messing about with electrical wiring
Started the lighting but didn't like the way that lights I'd chosen always seemed 'on' so messed about with a texture and made it toggle quite nicely.
Did the exact same with the kitchen and news desk glows
Circa, dark_apprentice, Kualan and 4 others like this -
I've dabbled in mapping for about a year or so, never released anything publicly as I've just used prefabs and whatever textures have been in my base..
That said decided I want to release something, so have come up with a Holonews Studio concept sort of this, sort of like an all morning show.. the ones where they present the news, sit on couches and have cooking segments..
Appreciate there are some borrowed textures, but all these will be changed by the time release comes round or permission acquired!
Some screens for now.. comments and criticism welcome, just bare in mind my first real mapping project
Plan is
- One studio (News Desk, Couch Area, Kitchen and Weather Section)
- One control room
- One green room
- Two dressing rooms
- One reception area.
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I was a very lucky Iffo and got a hilt of Gungi's Lightsaber. Although just arrived back and seem to have a bug with it in-game?
Happy for it to be released publically too if the author wishes it!
As for the person I had, I assume the message was passed on, so feel free to contact me if you require anything!
Kualan likes this -
I've only been able to peak inside the pk3 of mine but thank you so much whoever you are!
Looking forward to getting back and testing it!
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Just got round to trialling this, works perfectly!
Thank you very much @@Archangel35757 for your assistance
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@@Archangel35757 Appreciate the response! Thanks.
ah right. So I apply a standard material to the whole mesh naming it say 'rucksack'?
And that needs to be the name of my texture file that the md3 will look for? E.g. Rucksack.jpg?
Ensuring to follow the /models/map_objects/ file structure?
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Sorry to jump in.
Not overly sure if this is the right thread but seeing as I'm attempting to use this plugin thought it'd be as good as any to start.
Currently in the process of trying to convert a GLM to a MD3,
I have a reskinned backpack from the snow trooper model. [image] and wish to incorporate it within a map. Either lying on the floor or on a table.
I've split it from the model in 3DS max. [image]
Used this tool and it seems to be working in MD3 view except I have no textures. [image]
I've read around it and it seems to about applying a 'standard' material only? Not overly sure what these means, and was wondering if someone would mind explaining or even just link me in the right direction? I've tried googling around, but can't see anything about applying a pre-existing UV map?
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A couple of videos.
Few AA issues (as always), but happy with the outcomes.
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@@AshuraDX Cheers for pointing that out . Although I only need those windows in that room blocked out for the scene I'm doing. It won't move from that location so fingers crossed it should be fine. Then I can just pull the change out of by base.
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Thanks @@Lazarus.
Something hypothetical is better than nothing. Now that you've identified where the glass pulls from I should be able to figure something out
Thanks. Will post what I find out.
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@@Kualan Can these textures be made better quality if I maintain the aspect ratio?
Like in skinning where things need to be to the power of 2 I believe? (so 512 x 512, 1024 x 512 etc etc)?
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Hi All,
Maybe a bit of an odd one.
I'm looking for a way of making glass solid as in can't see through it? As if a shutter is down of some sort?
In particular this glass in the windows and doors: https://jkhub.org/images/74920LR.png
Can this be done through a shader? I know it will effect all glass in the game, but I'm not concerned about that. As I can just remove the updated shader pk3 from my base after I've done what I need in that office.
Hope this makes sense, if not lemme know and I'll try to explain clearer!
Cheers
Iffo/Grav
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Thought I'd at least give it a go . Can get higher res if needed.
Darth Sion likes this -
I have a response (My own fault for the delay in getting back to you, the mod creator actually responded very promptly!)
"Well, the only new enums in RPMod's anims.h are for "ledge grab" and "raise hand" animations, all others use the BaseJKA "BOTH_CIN_***" ones.
I'm thinking your issue may rather be related to the fact you can't host a RPMod game on your computer, so you're probably running these demos off BaseJKA instead. Did you try putting the RPMod-Animations.pk3 in your Base folder"
I tried putting the animations in my base folder, and two things happened.
- When I don't have an emote, it now does the automatic crucify pose (Rather than the death animation), which you usually get when you don't have animations.
- Some of the custom emotes, just do random emotes? so like I do /emsit2 and it'll do the arms crossed emote in jaMME?
Grav
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Cheers Ent . Will get back to you about the anims.h file.
P.S Yeah it's more blurry than I wanted but the quality of the skybox is low and very noticeable, so needed a lot of blur to mask it
Cerez likes this -
Is there anyway to get custom animations to work within jaMME?
I'm playing on RPMod, and whenever someone uses a custom animation exclusive to the mod their character does the dying emote, which means the demo just isn't usable.
Example: https://jkhub.org/images/cHtvGqx.jpg, the two either side are using custom emotes, whilst the one in the middle is using a standard emote, which works fine.
Thanks
Grav
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Modview crashes whenever I try to open a jedi_hm model.glm using this importer/exporter.
Even if I import the model, make no changes at all, then export it. It crashes upon opening.
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Just a quick question which I think I know the answer to already,
Is it possible to record a demo in SP then play it back in jaMME?
Grav
Mountain Outpost/Security Store
in WIPs, Teasers & Releases
Posted
This map is nearly done, needs a couple of tweaks before public release.
This is a roleplaying map, its intended use is any of the following - a mountain outpost, secure storage facility, force nexus, crime lords base, underground prison, hydro-power plant.