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Archangel35757

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Everything posted by Archangel35757

  1. and they both are using the _humanoid.gla?
  2. you don't have more than 32 parts do you?
  3. ^ ...this would also force the player to better manage his IR Goggle battery life... in a heavily mined map.
  4. maybe to make it tougher-- you guys could hide the blue trip mine laser and make it only visible when wearing IR goggles... just a thought. That way mines might be a little harder to detect if concealed well.
  5. nice work! But what's the point of having trip mines (or detpacks) if everybody can easily disarm everybody else's mines by simply pressing "USE" key? Where's the challenge? Also, imo players should only be able to carry a limited number of them.
  6. ...and JK Outcast has nothing equivalent?
  7. Would it not be simple to just have the Gun Site turn into the hand cursor to let you know you can disarm the mine?
  8. You're right they aren't the same exact maps-- but in that Marmoset tutorial link above. The author goes into his process for converting traditional diffuse/specular maps into a PBR Specular workflow. Perhaps that conversion could be automated in your code for legacy textured characters.
  9. ...as far as your own detpacks or mines... your point is taken. My idea was to be more realistic and also cause you to be vulnerable during that time.
  10. I don't recall being able to use the force or a lightsaber to open locked doors... you had to find the key on the dead Imperial Officer. "Slicing/hacking" was a big element of gameplay in KOTOR-- and was fun.
  11. the main thing about using the Splinter Cell cipher code breaker is that the player has to see the solver converge on the solution for the column number and enter it before it has solved the column. You can allow it to auto-solve a column... but if you let it auto-solve all 4 columns you run out of time. If I recall correctly... you have to see the number it is converging on and enter it for at least 3 columns to beat the clock. The cipher code beeaker could be used for doors as well.
  12. Here's how I think it could be handled... 1. When you place a mine (or DetPack). You create a 4-digit Aurebesh code (you could use the same code for all of your mines). 2. The game would know which mines you placed versus which ones were placed in map or by others. 3. If you choose to disarm one of your mines... a screen pops-up for you to enter your 4-digit Aurebesh code. If you are disarming a mine you did not place... you get the Splinter Cell digital cipher code breaker pop-up (shown in my video above), but instead of numbers you'd get 4 columns of Aurebesh characters... and like Splinter Cell you'd have like a 30 second countdown timer to successfully enter the code. 4. Failure to enter the correct code in either case, in the first attempt, results in immediate detonation and your death. ...would work the same for DetPacks.
  13. Since this engine and game art used the traditonal Diffuse/Albedo & Specular maps... I think the transition would be easier to maintain a PBR Specular Workflow (with the additional AO, Cavity, and Normal maps). That will also likely produce better results (avoiding edge artifacts at material borders) with existing models/textures when converting them to PBR Specular in your code.
  14. I also like how you disarm devices and lock-pick doors in the Tom Clancy - Sam Fisher Splinter Cell games. Do you know what I'm talking about?
  15. @@Jedi_Mediator - please help!
  16. Again... Ghost Obi-Wan doesn't know of Ezra. So perhaps he is presuming Yoda was referring to Leia. Is that not possible?
  17. @@NumberWan - none of us truly knows how Rebels will end... or how it will tie into the movies.
  18. Why can't Ezra be a Jedi? As I've said before... with the entrance of Ezra. Perhaps this gives new meaning when Yoda says to Ghost Obi-Wan, "...no there is another." Now Obi-Wan knew of Leia... so it makes no sense that Yoda is reminding him of Leia. Obi-Wan doesn't know of Ezra. Yoda most likely did not reveal his force conversations with Kanan & Ezra.
  19. Saw this from @@AshuraDX, http://www.plantfactory-tech.com/ ...maybe you can use it?
  20. welcome.
  21. Yes, I know that... My cards are each 3Gb.
  22. I've got an nVidia GTX580 3GB (2x SLI config air-cooled). I hope this works on my cards! I've got 4 more new-in-box (water-cooled versions) I intended for another build... maybe I should sell them...
  23. ...who knows, but with Ezra in the picture (and Yoda knowing of him)... it could be that when Yoda says in Ep.5 in response to Obi-Wan ghost "That boy is our only hope"... Yoda responds, "No there is another." Now Obi-Wan knew of Leia... and at the time we all thought Yoda was referring to Leia... but now it's possible that Yoda is speaking of Ezra. This latter interpretation is the one I hope for.
  24. great work!
  25. The guy (from Argentina) who made the .map exporter (and others that are on Sourceforge-- targeting SoF2 but work also for JK2/JK3...) for 3ds Max is one of my contacts on Skype. If there are problems with the .map exporter then we need to document what needs fixing so I can send it to him. @@KENNITHH -- there were some scripts for GMax (and it's Tempest mapping plugin) that created a Brush Modifier... not sure if it could be modified to work in 3ds Max. Also there was the free Game Level Builder scripted plugins that allow you to create Quake 3 mapping geometry and export to .map format: http://www.maple3d.com/MainFrameGLB3Page.htm
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