Jump to content

Iffo

Members
  • Posts

    51
  • Joined

  • Last visited

Posts posted by Iffo

  1. Did a bit of work on the reception area.

     

    shot2017_03_12_17_57_11.jpg

    shot2017_03_12_18_02_41.jpg

    shot2017_03_12_17_57_23.jpg

    shot2017_03_12_17_57_01.jpg

     

     

    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
  2. 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 :D.

     

    1. Create the lighting unit (which is just a rectangle brush)
    2. Apply the texture of the off bulbs on one face.
    3. 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)
    4. Caulk all the sides of this new thin brush
    5. Apply the 'light on' texture to the face of the thin brush
    6. Turn the thin brush into a func_wall
    7. 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.

  3. 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

    shot2017_03_09_22_17_32.jpg

     

     

    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.

    shot2017_03_09_22_16_48.jpg

    shot2017_03_09_22_17_10.jpg

    shot2017_03_09_22_17_23.jpg

     

    Did the exact same with the kitchen and news desk glows

    shot2017_03_09_22_15_49.jpg

    shot2017_03_09_22_16_07.jpg

    shot2017_03_09_22_16_18.jpg

    shot2017_03_09_22_16_29.jpg

  4. 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 :)

     

    shot2017_01_29_19_22_34.jpg

    shot2017_01_29_19_22_47.jpg

    shot2017_01_29_19_21_37.jpg

    shot2017_01_29_19_22_58.jpg

     

    Plan is

    - One studio (News Desk, Couch Area, Kitchen and Weather Section)

    - One control room

    - One green room

    - Two dressing rooms

    - One reception area.

    ZanderNao, Langerd, krkarr and 9 others like this
  5. 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?

     

    ZBBPgBg.jpg

     

    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
  6. 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?

  7. 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

    yeyo JK and Lazarus like this
  8. 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

  9. 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

×
×
  • Create New...