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Posts posted by RAILBACK
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Bring up the console. It should tell you the errors. Try reversing your ALPHA? And yes ShaderED is my favorite to preview shaders.
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Do you mean splash screens? You can get more than one to load by using this shader:
levelshots/mod{{map $lightmap}{map textures/mod/your.jpgblendFunc GL_DST_COLOR GL_ZERO}{map textures/mod/your_title.jpgblendFunc GL_ONE GL_ONEanimMap 0.5 textures/mod/your1.jpg textures/mod/your2.jpg textures/mod/your3.jpg ... png .. tga etc.} -
Jedi Knight2 and Jedi Academy Bot Routes
This is not the most user-friendly system ever created by far, but I'll try to explain it in a semi-simple manner. Before you can use any waypoint-related bot commands you will need to enter into bot waypoint edit mode. To do this you'll need to set bot_wp_edit to 1 and restart the map. The bot_wp_edit cvar is cheat protected however, so you'll likely want to add something like this to your command line when starting the game:
+devmap mymapname +set bot_wp_edit 1
That should take you into edit mode. Once in edit mode a number of bot waypoint management commands and cvars are available. The first two cvars to note are bot_wp_distconnect and bot_wp_visconnect. If distconnect is non-0 (and it is by default), when a route file is saved there will be an automatic check for how close waypoints are to one another. If a waypoint is more than 400 ingame units from the last or next, a node branching system will be used to connect it (inserting points in between as necessary). The visconnect option works in a similar way, except it checks for visibility rather than distance. Both of these options are very convenient if a level is rather simple and allow you to route a level with very little work. However, if a level is more complex and involves numerous lifts and tricky waypoints placement, it's best to disable them because they may fail where unexpected. If either method fails to branch to a waypoint, it will set that waypoint as being a "one way point" (I'll explain what these are later in more detail), which means that the bot will reverse on the trail when it reaches that point and not go forward on it.
When routing a level, you essentially want to just make sure there are waypoints (whether placed manually or by the automated connection routines) everywhere you want bots to go. It's also best to make sure there's always a waypoint close to each spawn point, so a bot has a place to resume the trail on when it respawns. The bots aren't perfect, so if you have an area that's very complex and hard to get through, you may wish to have bots avoid it (unless you don't mind them failing at it now and then). If a bot does manage to get stuck on its trail, it will time out after 2 seconds of no visibility to the next trail point. If it somehow can see the point and cannot get to it, the timeout process will take longer, but will still happen eventually.
As far as how the bots actually follow the points you place, they will follow them in numerical order back and forth by default. When the route file is saved, all nearby points and linked to one another as well. So if, for example, waypoint 5 is close to waypoint 98 and the bot wants to get a powerup which is near waypoint 105, he will branch from waypoint 5 to waypoint 98 in order to get to his destination quicker.
With that in mind, here are the main commands used for waypoint placement:
bot_wp_add - Adds a waypoint at your current ingame location. By default it will add a waypoint after the last in numerical order. However, if you specify an argument with the command it will add the waypoint after a specified waypoint number. So, if you use "bot_wp_add 3", it will insert a waypoint between waypoint 3 and waypoint 4 as waypoint 4 (waypoint 4 will then be bumped up to waypoint 5 an so on).
bot_wp_rem - Removes a waypoint. By default this will remove the last waypoint place. If you specify an argument you can remove a specific waypoint by number. So bot_wp_rem 5 would remove waypoint number 5. (and if there is a waypoint number 6, it then becomes number 5, and so on)
bot_wp_addflagged - Similar to bot_wp_add, but this requires an argument for the special type of waypoint. Valid arguments are:
j - The bot will jump while trying to get to this waypoint.
d - The bot will crouch while trying to get to this waypoint.
c - A camping/sniping point, the bot will often stand here if it has camping properties.
x - Same as 'c', except the bot will crouch while camping.
f - Wait for a func brush underneath this point before moving onto it. This is useful for elevators, moving platforms, and other such items so that the bot will wait until the object is under the point before advancing.
x - This creates a one-way forward point. The bot will travel past this point, but when reversing on the trail, once he reaches it he will turn back and go forward again. This is a good last resort if you want the bot to jump off a tall ledge he can't get back up. However, use these points sparingly, as they make the bot much less efficient in getting places.
y - This creates a one-way backward point. Same principle as the above, except the bot will only pass this point when following a trail in reverse order (5, 4, 3, etc).
n - The bot will not perform visibility checks when moving to this point. Should also be used sparingly, as the bot can easily get stuck when moving to these if something prevents it from getting there.
m - Sort of reversed from 'f'. The bot will only move here if there is NOT a func brush underneath this point.
You can combine these flags however you wish. So if you wanted to add a point that the bot will jump to and only move to when a func brush is under it, you would use "bot_wp_addflagged jf" as the command. This parameter also accepts an additional argument for inserting within trails like bot_wp_add, so if you wanted to insert said point after point 5 in your existing trail, you would use "bot_wp_addflagged jf 5".
bot_wp_switchflags - Switches the flags of an existing waypoint. Uses same flags as bot_wp_addflagged. So if you wanted to turn point 5 into a jump point but let it keep all its other existing properties, you would use "bot_wp_switchflags j 5".
bot_wp_killoneways - This will remove all one-way (x and y) flags from all waypoints on the level. Can be handy sometimes when the distconnect and visconnect cvars flag waypoints as being one-way automatically.
bot_wp_tele - Teleport to a specific waypoint by index. By default it will teleport to the last placed waypoint, but an additional argument will allow you to specify any number (so use "bot_wp_tele 5" to teleport to waypoint number 5, for example).
bot_wp_save - Once you are done placing waypoints, this will write the route file out and do all the calculations necessary at save-time.
Those are all the commands you should need. If you want to edit an existing route file, just load the level up in waypoint edit mode (as described above) and all the waypoint data will be visible and modifiable.
You probably won't end up needing to use many commands other than bot_wp_add, bot_wp_rem, and bot_wp_save. I suggest binding keys to bot_wp_add and bot_wp_rem in order to save time. So then, good luck.This tutorial will get most bot routes in terms of simplicity. I have done a few routes on many maps and the other commands mostly confuse bots, in my experience. That being said, there are some other commands should you wish to try them out.
But yea.. NABs shorter version will do just fine
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They say behind every great man.....
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How many files are in there? How did you route? Did you use any 'wait' commands? I've made a ton of routes myself. If your route numbers get too close it can change the direction on you and it wont follow the route you want. Hopefully the map has lots of spawn points.
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Thanks anyhow @@Lancelot. It's just way too big of a file and I have too much bloat on here as it is between all the 100's of mods and my own files as well. Think I'll toy with some ext_data files on my own.
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From what I can see, I just love what's going on here. Is this a S/P? Looks like you're managing the S. W. atmosphere but with some better lighting. Keep going. Maybe add some interactive content. That 'new' corridor screenshot is so detailed and drooly.
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I have quite a few model packs from you guys because well... I like variation. I notice theres not a lot of npc enabled mods. Is anyone opposed to this? I mean I can make some and they don't seem that hard to do unless you want to get crazy. Then theres the https://jkhub.org/topic/10194-ai-workshop/
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I think that fan made movie is super cool. For low budget it's pretty good.
the_raven likes this -
Some good scenes here. Theres a couple that are so good, I actually copied to my PC!
Delmi likes this -
I think we could use just a temporary picture up until you guys get sorted. You know, old screenies perhaps?
Thanks for all your hard work Admins and Caelum.
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Yes Laz! Aaatts wat em Tarkin' about Noodles!
Far as structural / detail goes, you can SAVE... then, select the entire map and just weed out all the structural. Takes about 5 minutes on a large map.
Noodle likes this -
Apologies for hijack GP. I love BF2! I would love to see BF type levels but they are mostly open air. And from my experience, I've used multiple sky_portals with Landscaped ASE to try and lessen the effect of an environmental "BOX". POV= ground, foreground, midground, background. Sprites from hell.. okay that was all Endor but you get the idea.
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What taking you ?? I could always use some new textures (and models) !!
Challenge accepted
I didn't know that was your level. I only played it a handful of times and I never toyed with E.F.
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Noodle... get goin here!
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Porting will, just like mapping, skinning and coding, be always part of the equation. The question which should be asked is, will the ported version do justice to its original counterpart?
Part of what a map (or maps) make great, is the original engine the specific map was developed for. Both engine and map are on that level so intertwined within each other, that any port will forcibly separate this twin and often for the worse.
I disagree. Does it really matter whether it does any justice? Modders make ports of all kinds all the time, it is what it is.
Raven designed levels to try and mimic the movie scenes. I think you can have any level on any game on any engine just to try it out. It doesn't mean that levels were 'geared' for an engine, if that is what you're implying.
This is sad for me and i am not longer happy from what i am see in our forum sections. I just want to say that for me .. this entire porting-modding is taking a bad path
I think what Langerd is saying is that he would like to see more original works, like Langerd does. You can make those levels: In your OWN version, from scratch. It takes effort and time. Hell, I could make a ton of new textures, shaders and levels to satisfy a huge urge for new material. I have time to do it. Do I want to? Sort of...lol. (I have posted this before over the last few years ) You know, with the amount of talent and time and energy poured into these mods, all you guys could have designed and built a JK3 by now, just sayin....
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Impressive. That is a $ht ton of work dude. I don't think I have 3DS anymore but I so want to try your plugin! I can certainly appreciate all the work you have done here. Do you have a name for your plugin or is it just Q3ME?
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Oh I hear ya. Before the days of external HDs we only had discs. So when mine crashed I lost ALL my files from months or years of work.
AngelModder likes this -
But I promise you this, you WILL have it christmas day!
... ...... .. .
Mope, The4thRemnant, Smoo and 1 other like this -
Bob Picardo from Voyager!
Lazarus likes this -
I think Raven did the best job they could within the time constraints and budgets they had. Most game companies make much better environments now. Your work is great and very detailed. That's what makes art great, it's all in the details.
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You gotta show me pics of this dude, that sounds awesome!
Yea... that was more than 15 years ago. We had real cameras and hardly any cell phones. Finding old photos would be difficult. I can ask the film guys when they come around filming again.
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Heh.. StarGate. Filmed in my backyard a few times. Heck, my bro even built spaceship sets.
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Coolio. Its very HL2esque. Careful when you copy/paste an entity. They can do strange things after a compile. Gawd I haven't mapped in like... 5 years? Your lighting is spot on.. get it? LOL. LONG LIVE S/P!!
EffectsED Bugs, Issues, Shortcomings, Desired Improvements...
in Coding and Scripts
Posted
Don't add sound to effects. I remember that as a rule. If you want sound, add it later with a target_speaker. Wait.. I think I added sound by opening fx files up in notepad. But theres no options in effectsED.