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Apprentice

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Posts posted by Apprentice

  1. Why even do that? If the if is a flat billboard texture with no need for transparency, just make two patchmeshes. If it does require transparency, or being flush with another plane simply give it polygonoffset in the shader keywords.

    I'm going to explain this with a screenshot:

     

    SHOT0005.JPG

     

    The LCARS texture on the far left of the image is a patchmesh which is situated 0.25 units in front of the brush behind. Polygonoffset doesn't work on all occasions.

  2. Should I add that to the list? and btw do you not have jka or something or do you just miss playing it with others? I don't understand.

    Sure, the Aurelia was always ment as an RP map rather then a 'normal' deathmatch map . . .

     

    Oops, there was an error!

    You do not have permission to access this thread.

    :rolleyes:

     

     

    I realize that levels can contain both of the following, but that isn't the point of the question. As a roleplayer, if you had to choose between a level that had a large degree of interactivity with scripts and entities, or a map that is packed with detail and has diverse environments which would it be? Which way does the scale slide in your opinion as roleplayers? Why?

    That depends on what you feel is necessary for your map. For years, I have mapped for a different game (and even made a map especially for an RP modification) and the demands there are/were different then what JA's RP segment will or do need. My maps have never featured an over-abundance of interactivity. I rather spend more time implementing all kinds of detail and diverse environments throughout the map and let people's imagination take over where I left. Take a look at some of my screenshots or take a stroll through my Aurelia map for some idea's and inspiration. :)
  3. Try using GTK Radiant with 512MB and a 1.1ghz pentium III and Win 2k.  Its amazing!

    I know! What GFX card did you have ??

     

    I had to revert back to my old P2 with a Voodoo 3 card and tried some mapping on it. Never ... ever ... try ... that !! Though, I have to say that it worked faster then my old Geforce 256 card . . .  :/

     

    That would be awesome! but I will probably worry about titanic after the first of the years + I have to move in February. So atm I am trying to finish arrevanous and my skins. :D!

    That's OK. Just give us a holler and we'll make a full compile for your map . . .

    AngelModder likes this
  4. I use a acer 5742 laptop with 4 gigs ram crap graphics and i3 processor. Myd esktop is a old pentium 4 so its not much better since it only has 3 gigs ram... Only plus side to it is it wont overheat like the laptop will XD! But it downright wont compile anything! XD LOL

    I feel your pain, I've mapped some portions of my Aurelia map on an old Pentium 4 with Windows XP, so more then 3 GB wasn't used either. Perhaps I can help you out with the compiling, since I have an I7 CPU with more then enough RAM installed . . .

    AngelModder likes this
  5. I don't understand why GTKradiant is "bad" editor :o  :wacko:  I have no problems with it

    Neither have I. It does what it needs to do and nothing more, though I have to say that I prefer the 1.2 version over the 1.4 version . . .

     

    No light preview, no prefab leveling, no layering, no animation preview, no alt drag, no Rot-z bind, no hide unselected, the Maya style free rotation gizmo is only in 1.5.0, glitchy floating windows mode for trying to design on multiple screens, no path spline preview, limited texture browsing convenience(there is none), no auto-caulk feature for bad faces, no terrain meshes, glitchy selection on complex or thickened patches, no control+alt+rclick or cntrl+alt+middlemouse for easy entity clone, no drop entities to floor, no drop vertices to surface, glitchy save as prefab, retarded counter-productive camera scheme for navigation.

    So when can we expect MoondogRadiant 1.0 ?? B) B)

    Omicron likes this
  6. I did simple conversion of all 99 maps :) Some of them work, some don't

    Needs Elite Force pak files to work

    https://docs.google.com/file/d/0B9KLDU9LEqWgR3BVR2xsX0VPeDQ/edit

     

    Installation:

    1. Place the downloaded Star-Trek-EF.pk3 in base/ folder
    2. Copy pak0, pak1, pak2 and pak3 files from Elite force into JKA base/ folder
    3. Rename files:

    pak0.pk3 -> AApak0.pk3

    pak1.pk3 -> AApak1.pk3

    pak2.pk3 -> AApak2.pk3

    pak3.pk3 -> AApak3.pk3

     

    If you don't rename the pak files they will overwrite your jedi academy mods

    I question its legality . . .

  7. You mean if you spam the trigger button while the doors are already moving?

    If so, you could use the key "wait" on the door, in GTKradiant and set it to the equal amount of milliseconds that the door is moving. This will unable you to press the trigger until the door has stopped moving.

    That works but I was wondering if I could get the same result by scripting . . .

  8. This is the working script:

     

     

    affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH )
    {
    
        task ( "drota1" )
        {
            rotate ( < 0.000 -90.000 0.000 >, 2500.000 );
        }
    
        dowait ( "drota1" );
    }

     

    This is when I try to add sound:

     

    affect ( "rotadoor1", /*@AFFECT_TYPE*/ FLUSH )
    {
    
        task ( "drota1" )
        {
            sound ( /*@CHANNELS*/ Include Error!!!, "sound/aurelia/holodeck_door.mp3" );
            rotate ( < 0.000 -90.000 0.000 >, 2500.000 );
        }
    
        dowait ( "drota1" );
    }
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