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OCD2

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Posts posted by OCD2


  1. 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 );
    }
     

  2. On 10/29/2020 at 6:29 PM, Ramikad said:

    Cutscene isn't really the proper term in this case - the ones you mentioned are very simply scripted sequences, that can happen either during intermission (at the end of the game, for example) or at any time during gameplay. It's all a matter of scripting them and running the script in-game whenever you want.

    You can also attach .ase models to func_static, so you're not limited to .md3 for that sort of scripting. I think even .obj could work, at least I know Radiant can load them. So simply creating .ase models and attaching them to movable func_static (always remember a system/origin brush!) is the easiest way to achieve what you want.

     

    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?

  3. 6 hours ago, Lazarus said:

    Triggeable light entities for him is another trick. He could use the light connecting to a null to create spot light idea from his ceiling light.

    I agree that switchable is tricky, because shadered lights are only processed within build phase and not on the fly in game. This is why dynamic lightning is a pain. 

    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.

     

     

  4. On 12/21/2020 at 7:54 AM, Lazarus said:

    Reality ... a map with 7 brushes, a reskin of a stormtrooper into a dark trooper, another reskin of a dark trooper into a dark trooper, another reskin, this time the dark trooper is bright pink and is called pink trooper, a Jan head frankensteined on boba fett model and reskinned so it may somewhere far away resemble bo-katan .....

    Sorry couldnt resist ?

    I'll have at least 8 brushes in my map!


    ?

    Lazarus likes this
  5. 17 hours ago, NumberWan said:

    The last episode more than enjoyable, yet the announcement after the ending is troubling. And according to the rumours – that one is the only new project to be released in the next few years. I guess this episode and Mandalorian as a whole was a test of skill and resources, so I hope any new series would be much better.

    However, before 2022 many of the announced titles will be shut down most likely.

    Not waiting for Mandalorian Season 3, but rather eager to see Cassian Andor show as well as a few others (Willow too).

    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.

  6. @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!

     

  7. 23 minutes ago, Lazarus said:

    Okay you ever worked with shaders? Its an extra file you place in your shaders folder.

    Its a textfile that will spice up your textures. Some emit lights, others make things smooth, a 3rd one is an animation, etc. So you create a simple textfile and save it as a *.shader. You add that to the shaderlist.txt your own file (mine is called singleplayer.shader)

    spacer.png

    You are now set up. Now you can start writing the shader. A shader has several stages, each in which you can add certain kind of stuff.

    On the left screen you see for example the panel. The panel has indeed the blend on it and a material for sound effect (you hear when stepping on it the metal sound) it contains a lightmap stage, a blending stage and another blending stage in which i add an environment map, so you have the illusion of a reflection.

    If you cant write it, there is a tool that can help you, it's called Shadered2. It came with my 1.4 GTK Radiant installation (i actually work now in the 1.6, but i refuse to throw it out... you know, nostalgia... i do this for almost 20 years ? )

    Anyway, this tool will help you (see below) with a preview and a bunch of options how you want to set it up.

    spacer.png

     

    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!

  8. 17 minutes ago, Lazarus said:

    If you use a phong shader on that metal of yours, your edges wont be that sharp, make it look better. Something like

    
    q3map_shadeangle	120
    q3map_material	SolidMetal
    q3map_nonplanar

    You can play with the shadeangle actually, the lesser the value, the less rounded it looks, 90 would be ok ? i use this a lot for terrain smoothing, but you can use it also for smoothing hard edges in say your column way

    I'm completely novice with shaders, how would I use that syntax?

    Do I add that to all of the textures in a shader file?   

    I do not have a shader on the "metal" yet it's all flat white texture.

  9. On 12/22/2020 at 12:13 PM, NAB622 said:

    Sorry, copy/paste fail. Fixed the link.

    https://storage.nab622.com/nab622/Stayin_alive_disco.wmv

     

    Edit: To make your strobe toggle on/off, just attach it to a func_wall, and fire the func_wall to toggle the strobe. That's what I did in my example video.

    What aspect of the disco shows the effect you are trying to teach me with the keyword and values rgbgen const wave inversesawtooth 0 1 0 1 ?  There's a lot going on there lol.   

    Is it the dance floor with the lights that bloom one at a time in colors?

  10. Little bit of something to look at today since its been quiet -   The entry way layout, matched to the source material.

    Added the resized and repositioned cross pillars to the ends of large corridors.    Resizing and realigning of various aspects to be more inline with the source material,  and some other small details adjusted.   

    Its looking a lot more uniform and already "feels" good to explore the area -  with the right textures/shaders and models it would definitely evoke scenes from the show.    Still need to work on the final textures:   the walls need some minor wear marks around the edges, the hall doors need new textures, and all the various panels need retexturing etc. 

    Will be putting in more work today after lunch,  likely focusing next on the cell doors which need a bit of enlarging and optimizing.

    And then ill need to re-read the shader manual, and some tutorials.      I have read it multiple times (over a few months),  and each time I feel like I understand the order syntax and keywords/values - but then I try to implement my custom shaders and most often they fail or simply do nothing lol.    Any tips or links to "grasp" and "master" shaders would be much appreciated.

    obfFksQ.jpg

    y8RndP7.jpg

    YcGxh9T.jpg

    TsI2MtH.jpg

    ENR0Vxc.jpgbvHQ2Uh.jpg

    Cp8evT5.jpgYic7lY2.png

     

     

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  11. 3 hours ago, NAB622 said:

    Sorry, copy/paste fail. Fixed the link.

    https://storage.nab622.com/nab622/Stayin_alive_disco.wmv

     

    Edit: To make your strobe toggle on/off, just attach it to a func_wall, and fire the func_wall to toggle the strobe. That's what I did in my example video.

    I added the waveform stage to my shader file glow stage, and nothing happened as far as I could tell.

    I tried making a little cube with the example white waveform shader texture, and still nothing.     Well, the map hung up for a bit on devmap load, with the map image only showing up on about 1/4 of the screen.    It remedied after it eventually loaded, but that was new...

    {
    	map textures/colors/white
    	blendfunc GL_ONE GL_ONE
    	rgbgen const wave inversesawtooth 0 1 0 1
    }

     

    I tried using the color green in the shader file, and applying it to the text cube and nothing.

    I tried the different values to see if that changed anything, but still nothing.
     

    Do I have to enable anything while using devmap to see the effect?

     

    Here is my current shader file after those attempts, if that helps:

    Spoiler

    gfx/automap/nrps3
        {
        nopicmip
        nomipmaps
        {
        clampmap gfx/automap/nrps3
        depthfunc equal
        blendfunc blend
        rgbGen identity
        alphaGen const 0.85
        }
    }

    gfx/mp/mplevels/nrps2/obj1r
    {
        nopicmip
        {
            map gfx/mp/mplevels/nrps2/obj1r
            blendfunc blend
            rgbGen vertex
        }
    }

    textures/mytextures/hlight
    {
        {
            map $lightmap
        }
        {
            map textures/mytextures/hlight
            blendFunc GL_DST_COLOR GL_ZERO
        }
        {
            map textures/mytextures/hlightglow
            blendFunc GL_ONE GL_ONE
            glow
            rgbgen identity
        }
    }
    textures/mytextures/tlight
    {
        {
            map $lightmap
        }
        {
            map textures/mytextures/tlight
            blendFunc GL_DST_COLOR GL_ZERO
        }
        {
            map textures/mytextures/tlightglow
            blendFunc GL_ONE GL_ONE
            glow
            rgbGen identity
        }
        {
        map textures/colors/green
        blendfunc GL_ONE GL_ONE
        rgbgen const wave inversesawtooth -20 23 0 1
    }

    }

    I tried a bunch of combinations, no luck getting anything out of the effect, im doing something wrong.

  12. 57 minutes ago, NAB622 said:

     

    Blinking shaders are mega easy. In your case, since you just want a light to appear, use blendFunc GL_ONE GL_ONE on the glow stage. Then use rgbGen const wave to make the blinking happen. The wave function adds an oscillator to the shader stage.

    I'll try and give a basic summary of it, but the waveform functions can be found in the Q3 shader manual, section 2.4.8, "Waveform Functions"
    http://toolz.nexuizninjaz.com/shader/

     

    The final line in your shader will consist of rgbGen const wave <waveform> <base> <amplitude> <frequency> <phase>.

    
    <waveform> can be sin, triangle, square, sawtooth, or inversesawtooth - in your case, inversesawtooth will give you the most control.
    
    <base> Generally this is 0. This is the lowest point of your oscillator.
    
    <amplitude> This is the lowest point of your oscillation, generally 1 but it can vary based on what you're doing.
    
    <frequency> This is how many times per second the waveform oscillates.
    
    <phase> This is how far along in the first cycle the oscillator will start. This is useful for timing several shaders to be synchronized.

     

    Because all of the numeric values are normalized between 0 and 1, anything that exceeds that range will be treated as the maximum value. You can abuse this to make the strobe blink. I would suggest starting with something like this so you can see what the oscillator is doing:

    
    {
    	map textures/colors/white
    	blendfunc GL_ONE GL_ONE
    	rgbgen const wave inversesawtooth 0 1 0 1
    }

    Once you've seen how it works, change the rgbgen line to something like this and see what happens:

    
    rgbgen const wave inversesawtooth -20 23 0 1

     

      Hide contents

    For fun, here's an example of something I made years ago using this rgbGen const wave to the extreme, coupled with basic scripting so you can see what it does:

    https://storage.nab622.com/nab622/stayin alive disco.wmv

     

    Ah, I would have never thought of something like that as a solution!   (At least parttly because I've not done anything with waveforms yet lol)

    One question about using the method you recommend. 

    I would like the shader to have two "settings"  -   always on, and then triggered to strobe.     Could I simply trigger the always on shader to remap to the strobing waveform shader to make it work?      (Trigger, use script, switch to the waveform shader)

    PS. The link to your disco example is a 404 error.

  13.  

    Hello,

    I'm working on some shaders today,  which is an aspect of modding where I still have a lot learn. 

    I wanted to ask some preemptive questions before getting to work.   

    One of the shaders I will need to make is intended to be a slow strobe light - which ideally would come from my existing shader that has an alpha channel and glow.        

    Questions:

    Would I be able keep the glow keyword on the shader, and would it show the glow when it is strobing on - or would it show at all times, even when it's "off"?

    Is there a keyword function that would allow a shader to strobe?

    One idea I had to possibly make a shader strobe, would be to use an 2 stage ani map, with an animation that changes the color of the alpha channel for a brief moment to simulate a strobe light.

    Any input appreciated.

  14. 57 minutes ago, ZanderNao said:

    Oh wow, the lighting took a huge step up in these last shots. It's a work of art! You're so close! Have you done anything with the bridge yet?

    As an aside, I'm sure you'll wan a rest after this project, but I feel like you'd have really good skills at making the sort of Imperial set they've been using in Mandalorian season 2 for the Research Facility/Gozanti/Light cruiser. They've repurposed those halls a lot of different ways and that architecture seems right up your alley!

    Hey thanks for the kind words!

    I've not remade the control room yet, I'll be resizing it to scale to match the rest of the ship.    I was inspired and had the time to work on it for multiple days - though each day gtkradiant had different bugs occur that I had to try and fix before continuing.

    Funny you should say that, actually my thought for the next project was to keep up with a ship theme and make the Gozanti freighter as a map.   

    I actually thought I would be able to sneak in both ships as a surprise bonus entry for the contest, but I'm thinking that's wishful thinking with the issues I've had with the map editor lol.

     

     

     

    DarthValeria likes this
  15. Everyone told me they wouldnt use Luke.

    And then a single X-wing appears..

    Not bad, luke got his jedi moment, somewhat like Vader in Rogue One.  Even crushing a robot like his father.

    The special de-aging effects were okay, not much better than the previous de-aging attempts.

    Well, now I'm wondering how the show will continue next year.   I have a feeling baby Kylo Ren will interact with Grogu next season..   maybe force fight over cookies.   

    Good job Mandalorian,  way better than expected.

     

     

     

    Mandalorian likes this
  16. After much wrestling with the editor, here are a few shots of the entry point layout matched closely to the episodes depiction, and a slighting modified compile for better lighting.(thank you AshuraDX and MJT)

    After reviewing the episode for more reference, I noticed the entryway was in a different format than I initially thought.     

    The main corridor of the entryway consists of 4 parallel cells, one connecting intersection corridor and four security doors.  The corridor was shrunk down to match, 2 cells were removed, and security doorframes were placed accordingly.

    Hopefully GTK cooperates for awhile, ive got a lot to complete before the deadline!.

    tqodz14.jpgEPPpg1A.jpg

    ffj72Y0.jpg

  17. After much 

    0eb717c2342da2c32a603e4cc80972d797165c5e


    I was able to restore the textures being displayed by going through the load texture directory menu,  and reselecting the directory for loading textures ....    after manually reselected the location that was already displaying just to double check,  it restored the texture images in the editor........    

    I looked at it as one of the first steps to troubleshoot, but since it displayed the correct path, I figured it was not the problem.    Lol.

     

     

    So three more hours wasted on trouble shooting editor issues (gtkradiant 1.4).    I've been advised to use a different editor, which seems like very sound and sanity saving advice at this point.

  18. Sorry everyone, but yet again, having problems with GTKRadiant.

    Every day I have a few hours to work on my map, something seems to break!   

    This is the third or forth time in a row that my available time is being spent trying to troubleshoot just getting the editor to work!    It's very deflating.   About 15 hours that could have been put into this map,  spent in high frustration - if this keeps up, I'm not sure ill make it in time for contest submission.

    I opened my map file today, and my textures/brushes/entities are not showing up skinned - everything is white in the 3d view window.

    Also, if I try to view any textures with the texture menu, they present as blank white squares in the selector....

    I tried all of the texture menu > render quality options - wireframe works, and flatshade shows a few of the colors to the textures but incomplete.    I tried flush and reload shaders.  

    What did I do / what happened?

    Ke1Myif.jpg

    2TqafAt.png

     

    This is what it shows with flat shade selected in the texture render quality menu, so the textures are still intact somewhere.

    s2qWwIt.png

  19. 3 hours ago, NumberWan said:

     

    I'm wondering how they will work out the last episode.

    A few guesses:

    Big fight between mando and gideon - (has to happen, because of the beskar spear).  

    Mando dies saving baby yoda, Grogu subsequently Rey's him back to life.

    Big climactic fight, all is almost lost and the surprise jedi shows up and saves the day.   Who is the surprise jedi?

    Luke would be interesting of course, but perhaps hard to pull off because of Hamils age.

    Mace Window would be interesting because he is in direct conflict with Boba Fett for killing his father in front of him.    He could save the day and say he would train Grogu, only to be killed in retaliation by Boba, leaving Grogu without a teacher again.

    Or maybe the jedi shows up early, joins the fight, they make good progress, only to be put in peril by the Dark Troopers near the end.    There's too many of them!   Boom, New Republic X-wings/troopers show up and save the day.      In the end they gift Mando with a new ship for all his hard work against the imperial remnants.

     

    Those are the scenarios that seem likely.

  20. 18 minutes ago, NumberWan said:

    My major concern with the show is that most locations are quite similar and dull: desert, forests, swamps, snowy areas. Why don't they make some peculiar red-coloured villages with whitened palms? Or crystal planets with flying slugs? Or blue coloured tropical canyons with exploding hedgehogs with beaks? Why nothing like Felucia or Saleucami? These two looked pretty much unusual and would have been a nice addition for a change in the scenes.

    The authors try to pay much attention to the costumes and characters, but forget about details and atmosphere in the background.

    They could have made Tython so much more interesting.

    9a90e3a1-3637-11eb-b2bd-fd5e65cb747b  

    The Old Republic definitely put more effort into the look of this planet:

    latest?cb=20150803132142

     

    Second pictures blank lol

  21. 9 hours ago, Doughnuts said:

    I've been using blender for the longest time now however I only used blender for the playermodel here. Most of the job openings that I've looked at had 3dsmax or maya as a requirement so I did the amban pulse rifle and the IB-94 as well as the beskar pike in 3dsmax. For the texturing I use substance painter or quixel mixer/suite.

    Teach me everything you know!  

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