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DarthStevenus

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Everything posted by DarthStevenus

  1. Imported this area to the rest of the hangar map and added the observation walkway thing.
  2. Yep, you got it right. 3 models I made in Maya and exported as md3s through Blender. Each one is set as a model2 on a func_static. When the door is pushed it runs a script that instantly moves the func_static into position from some area beneath the playable part of the map, while moving the old door out of the way. I tried to do it with func_usables instead because that made more sense, but I had a problem with setting the model scale or something. Can't remember now.
  3. I've raised the ceiling in this room, after these shots were taken. There wasn't enough head room on top of that glass platform. Also I have a feeling some weird setting in my game is messing with my brightness. Whenever I start the game, whatever youtube video I have on my second monitor gets like 15% brighter. I might need to send some of these maps to someone to take some screenshots for me on their PC so I can see what the brightness looks like on other machines. I have a feeling it will be a lot darker than what I'm seeing.
  4. Mapped the area at the top of the hangar elevator. I'm trying to add lots of variations in the colors of the lighting. Some white with the elevator light strips, some blues and yellows with the small circular ceiling lights, some red with the light over the rebel insignia door. I think I'll probably release this as a separate MP FFA map when I'm done. EDIT: And by "done" I mean when I'm done with this particular map, not the whole SP campaign.
  5. Seems like every time I try to make an effect in EffectsEd lately there is some issue with the alpha and RGB values. Like the effect I was just working on, I was using the gfx/effects/wcloud texture with my own shader: textures/ds_common/hint_cloud { qer_editorimage textures/ds_common/hint_cloud surfaceparm forcesight surfaceparm trans surfaceparm nonsolid surfaceparm noimpact surfaceparm nomarks { clampmap textures/ds_common/hint_cloud blendFunc GL_ONE GL_ONE glow rgbGen wave inversesawtooth 0 1.1 0 0.7 } } Modulate RGB value with alpha value was checked, pick start/end in color cube was checked. Min and max for RGB starting values were orange and purple, picked from the color swatches. Min and max starting values for alpha were both 0.1, min and max end values were 0. Transition was linear. The effect looked correct while playing it in EffectsEd, but when I see it in game, the color is still the default white from the original texture, and it's full opacity and doesn't fade to full transparency. Here's the full efx file: What am I doing wrong?
  6. That didn't work. I'm supposed to attach from the func_useable to the misc_model, right? Not the other way around?
  7. Ah, interesting. I never would have thought of that. Thanks everybody, I'll go try that.
  8. Changed the center console, which seemed to be displaying a picture of the approaching Death Star from RotJ, which makes no sense. You can press one of the switches to turn off the hologram globe thing, which also switches off the lights/speakers. Destroying the glass displays also switches off some lights. I know the globe is being cut off by the roof. I can't figure out how to scale a model2 on a func_usable.
  9. Does anyone know how to scale a model2 on a func_useable? I've tried: modelscale model_scale model2scale model2_scale And maybe some others. Nothing seems to work, and the entity window is no help. Is there even a key for it with a func_useable?
  10. Right now it's just a model, no interior. I suppose I could try and recreate the thing, but It'd probably have to be a little bigger than that and I don't know how big I want the hangar to be. I'll think about it. But for now, I got some more mapping done!
  11. I know everybody seemed to like the blue, but I had to tone it down a little. It was like you were underwater. Landing pads! Might redo the landing pads. Don't know if I like them.
  12. I may have gone a bit too far in a few places (like the blue lights) Still have to add all the cables hanging from the ceiling vents, which is sure to be a pain so I'm saving that for last.
  13. I'm trying to create a custom soundset for a door in my map, because I can't find a default one that sounds right. I added this to the bottom of sound.txt: ;********************* ;ds_door_custom_large ;********************* bmodelSet ds_door_custom_large subWaves movers/doors door_stone_start door_huge_move_lp door_stone_stop door_stone_start door_stone_stop But I get an error about missing soundsets when I try to start the map. Is there something else I need to do to add a new soundset?
  14. That's what I was planning on. It's not perfect, but I'd prefer that I think. Got a tiny bit more mapping done tonight. Anyone remember this location from JO? If anyone's interested, it's
  15. I don't want to give away my whole idea for where the story goes, but that might not make sense for what happens. I don't know about the voice acting. Every mod I've ever played with voice acting took me out of the experience because the acting was unconvincing, or the audio was bad. I'd almost rather not even bother.
  16. Pics of the whole pushable door thing: You have to push 3 times to be able to get through the door, but if you push just twice you can toss a thermal or a detpack in there. There's a push effect you can see in shots 2-4, and there's some sound effects and camera shake as well. It's a lot of fun to do.
  17. I've been wanting to make a SP mod for a long time, and it's been kind of an on-again, off-again thing for a while. I've gotten to work on it again lately, and I've got some screenshots. The general story is that you play a Reborn who was turned to the light side shortly after the events of Jedi Outcast. It starts with you at the academy on Yavin. The opening cutscene has your character meditating in his room. These are shots of his room, and the hallway leading into it. Hallway: The door to your room: Your room: A fancy space desk: Your old sith lightsaber (which you can switch to in the beginning, if you want) Overall shot of the room: Ceiling decoration: I'm not sure why my screenshots are coming out so dark. Been working on trying to improve my lighting, so it's kind of annoying that what I'm seeing in game is so different from my screen captures. I'm not sure what I should trust. But anyway, my idea for the campaign is to have a diverse, Deus Ex style of gameplay, where there are multiple ways of accomplishing a goal so that you can play how you want to play. At the beginning of the game you'll be prompted to choose your force powers, given a certain number of force points. These will affect what you'll be able to do in each mission, like: Push lvl 2-3: blow apart certain doors, knocking back any enemies behind them Jump lvl 2-3: get to high up air vents that can let you get past any locked doors Sense: see hidden structural weaknesses that can be destroyed with your lightsaber to gain entry into a room Saber throw: destroy out of reach switches that can only be damaged by your lightsaber Mind trick: control enemies or have them open locked off areas for you Etc. You'll also be able to turn turrets and combat droids against your enemies by finding ways into security rooms. I made a simple test map with the whole force pushable door thing. I'll post some screenshots of that later.
  18. It was just a small test map, so I eventually just remade it. It'd be nice if I knew how to deal with this in the future though.
  19. Find brush just gives me the Stormtrooper shown in the map file as entity 32. Replaced it anyway, now it's giving me the error on ent 31, which Radiant says is a target_activate. But since the game and Radiant number ents differently this is useless, right?
  20. Okay, I'm doing something similar in the same map, but now I'm using a func_static with a model2. I made my func_statics with an origin brush and a nodraw brush, gave them a model2 key. But I'm getting the same sv_setbrushmodel null error message. Entity number 32. I don't know why I would be getting that now, I thought maybe it was a problem with either of my 2 func_statics, maybe I cloned them from another entity and it caused a problem or something, so I deleted them and remade them, but the error is still there. There are no other ents in the map that should be causing this problem as far as I know. Is there a way in Radiant to figure out which entity is "entity 32"? I've tried hitting the L key to see the entity list, but they're not numbered. Also tried hitting M for map info, but there's nothing useful there either. EDIT: Okay, this is weird. On a hunch, I opened up my map file in a text editor, scrolled down to entity 32 and I found this: wut.
  21. Yep, that did it. Thought the origin brush would be enough, guess I'm still rusty with Radiant.
  22. Not easily done, if I recall correctly. You'd have to edit the source code I think.
  23. I've got a func_useable in my map that's just a square brush covered with the system/origin texture. It starts off (hidden) and a script uses it to make it appear. I've got a model I made set with the model2 key but I get a "SV_setbrushmodel null model for ent number 2" message. I've also tried setting the model with the model button in the entity window, but nothing shows up when the func_useable is made visible. Also, I need to change the default angle of the model. Will that be as simple as giving the func_useable the key, value of "angle 270" or is there some key not listed in the entity window like model_angle or something?
  24. Okay, so the line 77 was a shader issue. I accidentally had a # instead of a $ in the lightmap stage of my model shader. So that's resolved now. Model is working fine.
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