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OCD2

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Posts posted by OCD2

  1. More work today on my mini practical model Razor Crest  🤣


    I plan on using the mini Razor Crest in more of my mods,   for intro movies and etc,  so it will be receiving "model" (brushwork) and texture upgrades over time.     All of the riveting and panel lines are really extensive, that will take a bit to texture nicely.     

    Did I mention the ship is only 110 x 76 "map" units?

    Eventually I will add things like working animated side and cargo doors, and landing gears.   As well as a partially textured interior.    


    But im liking it already in its plain early stages:

    quLECUW.jpg

    Eu2RA7q.jpg

    Si7C4Gu.jpg

     

     

    AUxTJBv.gif

     

     

    My little RC certainly still needs work, but its far closer to the source material than the prison transport;   which unfortunately the transport does not have a lot of clear appearances on camera

    The couple of times its featured,  there are discrepancies in its depiction.      Missing parts in different scenes, 2/3 holographic maps shown in the episode that are all different......    Its going to take some time to get the lines right.

     

    Edit:. After watching the episode for the umpteenth time while exercising, I spotted and took some screenshots of clear angles of the prison ship!    Its even wired framed lol, so the shapes are clear.  Will definitely expedite the process.   

     

    Also did some good optimizing, alteration and reworking on the actual playable map today-  I've been busy!

    bigphil2695 likes this
  2. 5 hours ago, AshuraDX said:

    @fullkevlar would you like me to update the roff to match the new positions or would you prefer having me send you a new file with just the start and end points in it? As long as the difference between those two points match what's in the roff, it's all gonna be fine and matching.

    Hmm, I'll have to check, I added ref tags and in general changed a lot afterward, not knowing/thinking it would matter.

    Do you need all of the new ref tags origins, or strictly the starting point of the origin brush of the mover and the last ref tag?


    Edit:  Sent you all of the coordinates,  if you could update the roff that would be amazing.      Or just the start and end points?    I'm unclear as to the process, so whichever is easiest for you.  

     

    PS What program do you use to actually view the ROFF files?

     

    Extra PS:  If I added an fx_runner, would it need its own ROFF?   I tried to add one to the brushwork and found thats not possible.    Just looking to have a puff of steam or smoke come out near the nose of the ship right before it docks.  (like the source)

     

     

     

  3. Little bits of progress today, in-between unnatural home disasters.

     

    Shaped the RC, and gave it two quickie textures to give it some, well, texture!   

     

    The shape is right, just need some new and better textures and it will look good (enough lol).

     

    Minor optimizing and building out of the correctional transport ship.

     

    rELLpvLTwfHZ5AyrGxgec4-1200-80.gif

     

    PF559D2.gif

     

    https://jkhub.org/images/0ecETKO.mp4

     

    YfPOMbc.jpgGpYT0Aq.jpg757HNic.jpg

     

     

    Would be even better if I did not bork up the Roff file I was generously provided lol.

    HUM-3154 likes this
  4. 12 hours ago, Ramikad said:

    1. Not sure if it's possible - try rotating twice, first at -90 and then to -180.

    2. If it works, then it definitely is a solution. :oldtongue:

    3. You can either spawn it and hide it somewhere, and move it back when it has to be seen, or you can try a script with a convenient:

    
    //(BHVD)
    set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );

    It should work on brushes too, if I remember correctly. You can set it to false at the start of the moving script, when you want it to be seen again.

    I tried the set invisible command you recommended,  it did not work.

    I have a func_static (composed of brushes) that im using as my "model". 

    This is how I applied the command:     


    affect ( "rcflyin", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
        wait ( 3000.000 );
        set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
        move ( $tag( "begin", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );

    The func_static model stays visible, and then proceeds to run the rest of the script.   

    Did I apply it to the script incorrectly?

     

     

    edit: something I noticed, the func_static is visible, but now semi solid  - you can pass through it, though your character stutters little like he is swimming through glue. 

     

  5. 8 hours ago, AshuraDX said:

    My mapping Toolkit for 3ds max, Q3ME, includes a roff exporter. I was planning on walking someone through using it on stream and make that stream available on Youtube, then release the current version of Q3ME (which is long overdue).

    @mjtcould guide you through the process in blender.

    Oh dear, that's some bad luck. Hope you get it fixed soon!

    Happy new year to you too, let's hope that burst pipe is 2020's last swipe your way 😄


    Ah,  that would be helpful!

    It was some really interesting luck to come down in the middle of the night and find the bathroom flooded and spraying water, and the basement filled as well.   

    Plus my antique workshop is down there, so a few things took a hit.  But oh well, 2020s just about done.  lol

     

    I just tested the Roff you were kind enough to make:

    I call this film DUI - Din    "thissss spotss guud enufffff,  hic"

    https://jkhub.org/images/CkHu2Xr.mp4

     

    Afterward I realized that I did move the starting ref tag origin yesterday (and added one additional), when I was trying to smooth out the animation myself, so I borked your Roff!   

    I tried reseting the origins to what I sent you yesterday, but it did not fix it, just made it not spawn.

    But I do see how the animations are much smoother and fluid,  it will be nice to learn that skill for this and future projects.

  6. 1 hour ago, AshuraDX said:

    @fullkevlar The base animation for the roff, already have it ingame but I sadly ran out of time to record a video of it right now. (After I spent hours looking for the cause of a problem that ended up being a typo in a ref_tags targetname.... don't mod when you've been awake for more than 20 hours peeps.)

    But here's a pk3 file for you (and everyone else interested) to try ingame and dissect, to see how it was done. Just load the map and press the use button (you spawn inside a trigger_multiple). The animation can be repeated as often as you'd like, there's a 10 second wait on the trigger to keep it from breaking.

    > click me <

    
    devmap razorcrest_roff

    you should be able to just replace your spawnscript with mine and make it work in your map - as long as you didn't change the positions of the origin brush or the docking port.

    Nice, thank you!

    Any chance you could point me towards a walkthrough on how to make my own Roff?       

    Or is it already in or able to be worked out by looking at the file?   I'm not at my computer, and also haven't slept - had a pipe burst last night, and I'm still dealing with the aftermath.    Happy New Year?

    Lazarus likes this
  7. Thanks for the information and help!

    To address the questions:

    1.  Setting the rotation incrementally, like you mentioned, did the trick.  Also, each stage had to reflect the rotation vector of the one prior, even in the move blocks- or it did some hilarious unexpected rotations.

    2.  Lol.  It seems to work, though I believe most of the examples I've seen only begin their scripted "intro" after the first round was played.    Not sure it matters, just an observation.    Is there a way to script a script to not begin working until a round has been played?

    3.  Oh, thank you, the invisible scripting should work - I plan to use it for a ship flying in and landing.   I want to attempt making an effect of it appearing, so starting invisible should be really helpful.

     

  8. 2 hours ago, mjt said:

     

      Reveal hidden contents

     

    Check out how smooth the TIE moves in the beginning!? That's what you get with ROFF - also in MP it's smooth enough. You can ROFF certain entities and the cinematic camera should be ROFFable by script as well. However I'm not sure if in MP the camera can be captured globally as it would in SP. Maybe you only have the info_player_intermission POV that you have to work with. Not a problem if this is just about showing a scene as you could use a misc_skyportal with your ships as func_statics and move those instead of the fixed intermission POV.

    In BehaveED:

    
    //(BHVD) camera ( /*@CAMERA_COMMANDS*/ PATH, "folder_inside_scripts_folder/roff_filename_without_extension" );

     

    How would I incorporate misc skyportal?      For adding things that fly by on the skybox?

  9. 1 hour ago, mjt said:

     

     

    Check out how smooth the TIE moves in the beginning!? That's what you get with ROFF - also in MP it's smooth enough. You can ROFF certain entities and the cinematic camera should be ROFFable by script as well. However I'm not sure if in MP the camera can be captured globally as it would in SP. Maybe you only have the info_player_intermission POV that you have to work with. Not a problem if this is just about showing a scene as you could use a misc_skyportal with your ships as func_statics and move those instead of the fixed intermission POV.

    In BehaveED:

    
    //(BHVD) camera ( /*@CAMERA_COMMANDS*/ PATH, "folder_inside_scripts_folder/roff_filename_without_extension" );

     

    Ive looked into ROFF a little, but could not find many resources that explained the process.

    My understanding is that you need a 3d modelling program to make the pathing, and then export it as an ROFF file, which then gets scripted to produce the animation.

    I have not delved into 3d modelling yet.   I plan to learn on blender -  I have a brand new graphics tablet sitting in my desk for better texturing and etc.     Im hoping to eventually become fairly adept over time,  and share things with the community.   

    Im willing to work on ROFF pathing if its not to intensive to learn for an absolute beginner whos never touched a modelling program.    I'll download and work through the steps to make them in blender if need.

    Is there any tutorial on the process, and is there a working exporter? 

  10. On 12/30/2020 at 11:30 AM, Lazarus said:

    So wait, is this a single player thing? Or is it MP?  (nvr mind, you awnsered it up there)

    And i would pan the camera a bit, moving it arround the target... I did something simular with a tie fighter scene flying over. You can move the camera focussed on one point. Also, you can smooth those rotations even more.. you rotate it 2 times (first 90 and then another 90, pull those together for a longer smooth turn... 

    This initial mod is planned to be multiplayer.   (Then tentatively I'll reuse my assets for a single player mod.)

    My idea for this "room" is that it is a lobby the player can free roam around and look at the ship(s) and different scripts and effects, while waiting to start (or end) a match. (if they want, or they can spectate players).

    Can you really control the camera in MP intermission?  My understanding is the player remains in control.  The "camera" in the "scene" I'm building is the player intermission entity.    

     

  11. 6 hours ago, AshuraDX said:

    that's quite choppy @fullkevlar

    can you send me a .map file with the ref_tags you used to move the model?

    I just need their coordinates actually and the starting coordinates of the object you're moving

    Yes of course, its baby modders first movie lol.     

    I've not made any scripted movies before, this is just a springboard point.

    Info's sent.

     

     

     

     

     

     

     

     

    Made a modified scripting for a smoother landing.

    https://jkhub.org/images/dQqkKz6.mp4

    rELLpvLTwfHZ5AyrGxgec4-970-80.gif

     

    8rHZzmk.gif

    Incremental change to rotation:

    e87fVw2.gif

    Lighting change, additions and changes to prison transport and a quick razor crest cockpit.

    mZkeMgp.gif

    Lancelot and DarthValeria like this
  12. 21 minutes ago, mjt said:

    Seems like you need a lesson in utilizing ROFF files for your splinepaths for cameras and models instead of path_corners or ref_tags via script.

    I would love to help you out with lighting but it's hard to find time to write it up for you - if you can find a timeslot for a screenshare session where I can fully explain stuff and also have the ability to correct misunderstandings straight away, I'd appreciate that 🙂

    If not it'll have to wait a bit longer.

    I have no idea what those are, so yes you are correct I could stand to learn ROFF and splinepaths. Lol

    I would really like to learn - Whatever works best for your schedule.  I'll try to see when I can have uninterrupted time, and let you know so we can set up. 

    Thanks, I really appreciate the offer.

  13. Dollar store Razor Crest, coming in hot!    (And dollar store prison transport)

    Little intro cinematic / intermission area:

     

    https://jkhub.org/images/nkqGNqr.mp4

     

    Spoiler

    4Nng0v5.jpggSQx6ee.jpgSEYItq9.jpg

     

    vRaoDcE.jpg

     

    Area roadmap:

    Optimize and fix ship approach - on first attempt I'm not able get the ship to rotate the proper direction.

    Optimized "model" brushwork / improve visuals.

    Improved and new custom textures and shaders.

    Space "weather" effect to simulate moving through space.

     

    Bucket list of additions to the area:

    Exiting hyperspace effect for the razor crest as it spawns into the map, banks and lands.

    Custom skybox with scripted visual events like xwing fly-by, and passing space anomalies.

    Custom winning "cutscenes" for the end of map, one for each team.

    ZelZel and DarthValeria like this
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