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Posts posted by Szico VII
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Models are best used for specific items you want in high detail, radiant can do the rest really!
Newest shots:
Omicron, KDR_3XILE, Barricade24 and 3 others like this -
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I will have nothing said against making any texture using 3D brushes.
I actually had a flat texture and thought...hmmm, would be better if it wasn't flat
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I guess I could argue that as a delivery room, the steps need grip for health and safety reasons, hence the emboss ;D
Also, theres no Qeffects in the latest shots by the way!
And yes, the only thing in radiant that's really almost impossible to do (build wise)is things like sculptures (say looking like a player model) using patch meshes. Not impossible but bloody difficult and I've never seen it.There's loads of other things you cant do but many have workarounds!
Fixed the afformentioned issues and added the trams (fully functional)
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I never got past level 4 of dark forces, couldn't find my way through the level, got lost
Tempust85, Corto and Master Ridley like this -
Yeah, that we is a copy/paste lazy job, will edit.
And good spot on that pole Ashura, will also DESTROY
Cheers!
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yeah, the levers should definitely be 3D!
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Well, although I'll be busy, I could definitely help with the mapping if people had reference shots/map plans e.t.c for me!
Botdra likes this -
Cheers
Ive sent files to thosr who asked!
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Hah, no worries!
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Put together an alpha pk3, if anyone wants a look send me a message tonight! (Its still VERY alpha)
Omicron, Setlec, Unifermius and 1 other like this -
I cant find any reference in the 15+pages i looked through for widescreen fixes :|
Why aren't those builds organised by date? :|
Finally, and most importantly....how do I use the files Ive downloaded? Extracted to JKA/cant run the executables... something about not having openAL.dll
Edit: Nevermind, it goes into gamedata not install. Cheers!
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why use r_subdivisions 4 when you can use 2 or 1
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protip: how?
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I would like to keep the moon rock terrain - it needs to be darker if possible though with more shadow definition!
The problem is the black...outline at the horizon where the terrain meets the earth, which makes it look pasted in.
Otherwise I like them both! A massive earth with flare would be cool, but no more or less than the current one!
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One nebula is fine, just didn't want a whole skybox of them!
If you want to do some moonrock soft terrain for the ground that'd be neat to have a version with that too!
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Many many thanks @@AshuraDX !!
2048 please!
If possible, can it be mostly black space with stars (i.e not too many nebula effects) with the earth (or other similar planet visible at a reasonable size?)
Cheers man
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What's wrong with widescreen? It's perfectly fine, ignoring the HUD stretching which is easily fixed under mod code..
ARRRRRRRRRRRGHHHHHH!!!
Are you trolling on purpose?
Theres nothing wrong with widescreen. In fact, I love widescreen. Except it crashes my MP unless I go through the laborious process outlined in previous posts. SO was hoping someone would put out a stand-alone patch to fix it before the rest of open JK.
*kills self*
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As I found a copy of the script in the old midgar v3.0 source and remembered someone had asked me to post it - here it is:
//Generated by BehavEd rem ( "Skybox Screenshot Script" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); rem ( "===========================" ); rem ( "sky_rt" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_bk" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 90.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_lf" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 180.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_ft" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 270.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_dn" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_up" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );
First off copy the code into a txt file and save it into base/scripts.
Then open it up in BehavED and compile it into an IBI file.
Then, you must make a ref_tag in your map where you wish the "camera" to take pictures from, and have a spawn point trigger link to a target_scriptrunner which activates this script.
Give the ref_tag a targetname "cam1"
COMPILE THE MAP (Duh.)
Load up Jedi Academy SINGLE-PLAYER mode.
Open the console and (depending on your maximum screen resolution) set a custom resolution of 1024x1024 or 2048x2048 using the following commands:
r_mode -1
r_customheight 1024
r_customwidth 1024
vid_restart
(You can also try cg_fov to get different results)
Now run your map using the /devmap mymapname command.
It will boot into a cutscene - Your job is to take a screenshot (bind it to a number key, say "2") every time the view changes, without allowing the 'screenshot xxx taken' message to ruin your lovely pictures.
The script will show you 6 views from the point you placed your ref-tag, which you can then use as your 6 skybox images. It will make a beep noise as it changes view, and it changes every ~4seconds.
Now rename the screenshots to skybox_bk, ft, lf, rt, up and dn as appropriate.
VOILA.
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But alas, no answer to the actual question/request
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@@minilogoguy18 Perhaps you've not run it properly - the mod menu in-game doesn't work, you have to run it from a .bat as described in the read-me. Also you need to be on v1.01.
Yeah, I didn't bother with the shortcut extension, here, just copy paste this into a text file, save as a .bat and run it from JKA/gamedata:
jasp +set sv_pure 0 +set fs_game dfmod
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@@MoonDog - No idea, as it doesn't let me download any of the files except the video
- Its basically all shader/brush work to fake the illusion of true dynamic lighting.
Nobody asked for one
I'll put together the 3 different level sections and compile tomorrow if people are interested.
Unifermius likes this -
Y'know, my favourite bit is that screen in the far wall on the first pic (or 3rd of most recent posted) LOOKS EPIC.
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From memory that means you've got a brush which is both a) structural and B) has too many sides/faces. Try finding complex many-sided brushes and split them into separate sections or make them simpler, also make them into detail brushes.
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Yes. Its base JA. Will be replaced eventually.
EDIT: On second thought, does anyone know or have a link to a good HD space/moon skybox? Cant find anything atm.
EDIT EDIT: RenderFrame -1 seems to work, cheers @@eezstreet I mean, now the menus are so bright I cant see them but it works ingame with the 2d aspects turned offEDIT EDIT EDIT New vid using qeffects..
eezstreet, ChalklYne and CaptainChar like this
Moonbase Labs
in WIPs, Teasers & Releases
Posted
It does if its a magnetised stair in a low-grav environment,