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OCD2

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Everything posted by OCD2

  1. Significantly remodeled Crest(+textures), modified Correctional ship, and more work on scripted landing. (non-Roff for the moment) And some more textures, improved brushwork and some changes to the correctional transports gun batteries based off source material. Done for the day, but far from done.
  2. 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. https://i.imgur.com/0ecETKO.mp4 Would be even better if I did not bork up the Roff file I was generously provided lol.
  3. 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.
  4. 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://i.imgur.com/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.
  5. 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?
  6. 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.
  7. How would I incorporate misc skyportal? For adding things that fly by on the skybox?
  8. 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?
  9. 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.
  10. 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://i.imgur.com/dQqkKz6.mp4 Incremental change to rotation: Lighting change, additions and changes to prison transport and a quick razor crest cockpit.
  11. Quick fix this morning of the ship fly-in script, and a quick look around the prison transport. https://i.imgur.com/pmf7scK.mp4
  12. 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://i.imgur.com/nkqGNqr.mp4 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.
  14. Is there an easy way to record a video of gameplay footage for JA? I want to share a short clip, and found demos to be broken.
  15. More scripting questions, and perhaps more clarity for what im trying to achieve. 1. How to you make an move block that rotates the script_targetname in the opposite direction(counterclockwise)? I had (0 180 0) in my rotation vector, and changed it to (0 -180 0) - no change the brush still rotates in the same direction (clockwise). Script below. 2. What do you do to make a script fire and run at intermission for multiplayer? Ive tried a few things but cannot figure out how to make the script run during intermission. EDIT: I think I found a solution to this question. Researched and found out there was a key "spawnscript". I attached that to a few things trying to make it work... eventually trying it on Worldspawn - seems to work, is that a proper solution or is there something better? 3. And if I used brushes as func_static mover, how to I make it spawn on start of script running? I want my func_static to be invisible before the script is run, I cannot figure out how to accomplish. Ive been working on it for a good while, and having a hard time finding solutions. Here is the script thats not cooperating: //Generated by BehavEd rem ( "rci" ); affect ( "rcflyin", /*@AFFECT_TYPE*/ FLUSH ) { move ( $tag( "begin", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); wait ( 1000.000 ); move ( $tag( "approach", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); wait ( 1000.000 ); move ( $tag( "turn", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 ); rotate ( < 0.000 -180.000 0.000 >, 1000.000 ); wait ( 1000.000 ); move ( $tag( "land", ORIGIN)$, < 0.000 -180.000 0.000 >, 1000.000 ); }
  16. What do you do to make the script fire and run at intermission? And if I used brushes as func_static with an origin, how to I make it hide and spawn on start of script running?
  17. Based on the source material, it's a two stage alarm. When the alarm is first triggered, the head level light on the column is supposed to blink/strobe. Then, If they step into view of "cameras", it triggers closing doors and red lighting on the twin lights on the column tops and the bottom column light. (The strobed light always strobes after triggering) Im using switchable entity lights now, and it works okay as a mock up. One thought to make the alarm sequence work is to just have the glow shader of the column lights remap to change to red color, have the head level light blink l (just go from darker to lighter in an animap animation), and switch on the red entity lights. That is if you more experienced modders think that's feasible, or If that's not feasible I would definitely appreciate being guided to a better way.
  18. I'm sure a few will pop up. Might have to wait for the contest to see the dark troopers start rolling in.
  19. I'll have at least 8 brushes in my map! ?
  20. They're definitely not done with Din. He'll be back, in about a year. Probably without baby yoda for awhile. Instead, fighting for Mandalore, conflict over the dark saber and learning about Mandalorian history. Would not be surprised if his original armorer shows up and demands his armor as he broke the code in revealing his face. He loses his ship, his baby, and then his armor. Great chance for him to be built back up from "underdog" to remade hero. But in the end, I would bet he is granted new upgrade armor from Mandalore, as well as a new ship, and then reconnect with Grogu at some point.
  21. @mjt @NAB622 @Lazarus@AshuraDX Really appreciate the guidance. For a nearly 20 year old game, I feel like I'm getting very quick and good personalized help! I do have my map shader file in place, and named properly, with some shaders that I've been able to make work. (And some that do not work lol) My shader workflow(lol) thus far : Look at the shader manual/example of what I wanted to make, then try to write it out in a shader file, compile the map and see if it worked - using shadered2 will be a boon to me lol. Currently as a mock up, I have my corridor columns set to have a glow (none are currently light emitting) - does the glow emit any light that counts towards the 4 surface light count for the uv map? The map lighting currently is all entity lights. In areas where I want the level to turn red I also have red entity lights that switch on. Probably less than ideal, but my novice solution. Moving forward, to not hit the uv map limit, would this be a proper solution(?): (Removing the entity lighting) Adding light emitting stage to the light panels, which then can be remapped to the color red to simulate an alarm system. An additional panel should be remapped to flash/blink - would the light emitting panels that switch on and off and also switch to red on and off already but the uvmap lightmap limit? Happy holidays to all of you!
  22. Thank you, I appreciate the assistance. I think I almost have a grasp on making shaders. I have been trying to making them from scratch, the shadered2 program might be a nice way to get used to building shaders. Much appreciated!
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