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Szico VII

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Posts posted by Szico VII

  1. It's not the level of detail I was objecting to, but rather the design. Would you want to put your foot on those? Uneven surfaces do not make much sense on stairs. :D

    It does if its a magnetised stair in a low-grav environment,

  2. I will have nothing said against making any texture using 3D brushes. :D I actually had a flat texture and thought...hmmm, would be better if it wasn't flat ^_^.

    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)

     

    moonbase020.jpg

    moonbase021.jpg

    moonbase022.jpg

     

  3. 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!

  4. 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!

  5. 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? :D

     

    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*

  6. 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.

  7. @@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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