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Tempust85

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Everything posted by Tempust85

  1. I do want the player to have the bowcaster, so I would need a non-permanent solution. I'll check out the deathscript thanks. Btw, can you assign "deathscript" to an NPC's entity object in radiant like you can with "spawnscript" ?
  2. Because the "nose" of the ship would be in the way. I don't think the empire had you in mind when they designed her, @@ChalklYne
  3. Maybe I should point out that this is my first proper map lol. I'm learning ALOT of things by doing narshadda this way, and I probably will do things differently on the next map to be alot more efficient. If the first level is crap due to poor gameplay, then I'll start again and I'll know better next time. Now NPC placement will be done better than in DF2. Theres: - rodian blaster rifle - rodian sniper (not that you can obtain the weapon, made sure of that for this level), - gran bomber - gran blaster rifle - gran boxer (going to add barricade's skin for this) - human merc blaster rifle (still need to make a few varients and remove JKA-specific voice sounds) For player weapons, theres: - fists (last ditch if you manage to run out of ammo) - bryar pistol - blaster rifle - thermal detonators I'm toying with the idea of having weequay with bowcasters, but that would also mean the player would use it as well via pickup from the enemy. Thoughts?
  4. Won't need ase>>>>md3 if there's fbx>>>>>md3
  5. This would benefit everyone, and I'm sure Chalk and minilogoguy would love being able to make MD3's from XSI.
  6. My maps I doubt will look as good as ibanez's, but should still look good over the original. I've done a test and I've been able to get a tie bomber to fly out without having to mess around in Max 5 and .rof.
  7. And that's in md3view.
  8. It won't be an exact copy, however some things will look similar. Right now, I'm setting up structure and basic details along with scripts, item and npc placement. Top priority is to get a route to the end of the level. I will later go back over and add lighting, adjust npcs, add more details and maybe another script or two.
  9. Brilliant as always. Btw, could you possibly look into adding FBX>>>>>MD3 conversion?
  10. I have someone already contact him (seeing as you can't register at massassi anymore), and there's been no reply. No worries though, I'm getting close to finishing mine before I go back over it for polish.
  11. Hey Chalk that looks awesome! When it's done, can I please use it in my DF2 Mod?
  12. I'd rather full access to the code which is why I went the OpenJK route.
  13. :\ Was a power 2 texture issue.....and only JASP told me (through that pre-game console thing with yellow text), OpenJK didn't.
  14. Both JASP & OpenJK SP crash when loading my map. Debugging in VS says access violation. Happens with and without -vis. Does anyone have absolutely any ideas what's wrong with my map? P.S I have done the make detail.
  15. I'd be more interested to see the story of Katarn after JKA.
  16. Thanks for info guys. Just so I understand, I only have the walls/floor/ceiling as structure and the rest detail?
  17. Ok so I'm getting this warning when doing a -vis compile: "Warning: Over 90% structure map, compile time affected" I take it this isn't normal lol, so what can I do about it? Everything that isn't to be seen already has caulk on it, and I've made all my NPC's spawn in segments.
  18. So long as I get credits, I don't care what anyone does with anything I make. Just be sure to credit Toshi for the head as well.
  19. Sure it's possible, but I won't be doing it lol.
  20. Thanks both mrwonko & eezstreet, you both solved this one!
  21. Ok thats working now with an effect similar to jumping off Bespin in JO. Now I'm trying to stop the player hit ground sound from playing.
  22. @@Xycaleth Ok, here's my options as of the last file I sent you: Also, I'm pretty sure GLM (or could be XSI) splits surfaces (within the same object) by UVW seams if that bit of info helps any.
  23. Rofl, that's a pic from JED (DF2 level editor). I'm using it as a 3D reference. You'll notice the character models didn't render properly lol.
  24. There are some .map files around for JO levels, would be great to have the rest though. I dunno, maybe you should decompile the map and redo the entities etc if the hex editing isn't working that well?
  25. Ok so you know when you dive off the edge and the player falls infinite into nothingness in MP? How do I do that in SP?
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