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Lazarus

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  • Gender
    Male
  • Location
    Groningen, The Netherlands
  • Modding Interests
    Mapper
  • Operating System
    Windows 10

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Lazarus's Achievements

  1. Coffee, accepted morgages, and a new life challenge. Oh yea, and an unfinnished SP mod I need to finnish 😉

  2. i am sorry I havent been able to spend some time on this. However, good reasoning. Bought a house in RL, marketprices in the Netherlands are a bitch btw, and its an overheated market, easily 400.000 euro's for a house. However, we got a lucky break after viewing 29 houses and place a bid on 13 of them. As some of you know, I have 2 kids, which already give me trouble finding time to do something with this project. Just to top this off, number 3 will be arriving somewhere half January. Work in RL is a bitch sadly too, punching a lot of overtime, but also with good prospects, since I will be promoted to a management position within the company I work for now coming November. Means litterly that my workload is being reduced. So I may actually find this time some time to start the scripting phase and wrap up designing phase. Also need good tutorials on how to start of modelling
  3. Always welcome. I need to learn myself to spend time in blender / 3d max to get myself models made for it.
  4. I remoddelled some of the side of the map, so i could seal it, but realized I have to play also with the environment, so i decided to see if i could "sculp" out of brushes a cave entrance i d say i dont think a model could do better of this inregular, not symetric, skewed cave entrance. As above picture and below picture also dictate, i covered up the edges of the map with rock, so it looks actually enclosed as well, rather than stopped somewhere lose if you are standing in the map itself, give it a sense of an squared of open area. When i get this part done, i ll probably add another cave somewhere in the map for maybe a sub objective, i dont know yet (its SP after all) I need to figure out a way to see if i can create some highres better images for this, cause i want it more vibrant. Also i need to dive again in some 3d modelling program to see if i can create plant models, trees, etc for the map to start filling it up.
  5. since you re gonna do scripting, may i suggest your extraction is a random positioned prissoner, to make things more interesting (meaning different routes etc) target random to more than 1 spawner. And script accordingly objectives (so prisoner is randomly placed in different cells so different actions or switches have to be triggered.)
  6. Okay, I been tweaking this thing for the last month, and started with repairing the entities, which were half broken all of the sudden, thus i removed all of non essential entities for now and do the lay out first before i am going to add the scripts and entities. Also revised a part of the map where the end fight will be and started laying that out. Also decided i needed to make an entree point so i started working on that area too, but due to the fact i have been busy with work, hospital visits and i need to be administered soon for a kidney stone that has to be removed and also other interests, things go slow. I started also to play with the shaders a bit, especially the sprites i wanna work with, so that patches of grass will be filled in with sprites, etc.
  7. Mapping again, working on terrain fillers.

  8. I would be interested in such thing as well. I cant find any good tutorials on making roff files. Would also be an asset to JKHUB in common
  9. 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...
  10. 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.
  11. I used a small nodraw indeed (its a fly over object) and it does the trick indeed fine, it solved my issue
  12. I ll check it out. It has always worked anyway, until yesterday, havent touched it really, elsei ll try to remake it.
  13. So I have been working today on my map and i am trying to figure out where the error in the title comes from, since i cant fire up the map anymore. I just added brushes. I went through the whole map, removed all func_groups again from the list and it left me with just about 40 entities. Still same error. Copied the map over to a different map, renamed, recompiled, same. The compile stage gives no error, so i am a bit stumped. So took a bit up on the idea that it could be also something outside of an entity. so i made a copy of my map, removed all entities out of the file, palced a new spawnpoint and i could load it back in. So its somehwere in this mess, but not sure where. According to Ensiform, the numbering doesnt say everything. 29 was a waypoint in earlier file and in new file its something else where it jeps on 28, its something else. // entity 1 { "deathscript" "sp/sp1_cove/npc_NebbZa/deathscript" "classname" "NPC_Rodian" "origin" "384 364 -256" "npc_targetname" "NPC_NebbZa" "spawnscript" "sp/sp1_cove/npc_NebbZa/spawnscript" "spawnflags" "33" "angle" "345" } // entity 2 { "classname" "waypoint_navgoal" "origin" "2936 1608 -272" "target" "t2" "navgoal" "howler1_point1" } // entity 3 { "classname" "waypoint_navgoal" "origin" "1792 2304 -280" "navgoal" "howler1_point2" } // entity 4 { "classname" "waypoint" "origin" "2944 1616 -272" "target" "t3" } // entity 5 { "origin" "1800 2296 -280" "classname" "waypoint" "targetname" "t5" } // entity 6 { "targetname" "t10" "classname" "target_scriptrunner" "origin" "688 252 -152" "Usescript" "sp/sp1_cove/npc_NebbZa/cutscene" "delay" "0.2" } // entity 7 { "targetname" "cutscene_camRodian1" "target" "t7" "origin" "696 196 -128" "classname" "ref_tag" } // entity 8 { "targetname" "t7" "origin" "512 316 -176" "classname" "info_null" } // entity 9 { "classname" "ref_tag" "origin" "528 444 -200" "target" "t8" "targetname" "cutscene_camRodian2" } // entity 10 { "classname" "info_null" "origin" "480 388 -224" "targetname" "t8" } // entity 11 { "angle" "180" "targetname" "fakeplayer_position_1" "origin" "464 340 -256" "classname" "waypoint_navgoal" "script_targetname" "fakeplayer_position_1" } // entity 12 { "targetname" "t9" "origin" "472 324 -256" "classname" "waypoint" } // entity 13 { "target" "t9" "classname" "waypoint" "origin" "768 228 -280" } // entity 14 { "targetname" "t10" "classname" "NPC_Player" "origin" "784 228 -264" "npc_targetname" "fakeplayerNebbZa" "spawnflags" "48" "angle" "180" } // entity 15 { "targetname" "t6" "target" "t10" "origin" "688 252 -208" "classname" "target_relay" } // entity 16 { "targetname" "cutscene_camRodian3" "target" "t12" "origin" "448 276 -208" "classname" "ref_tag" } // entity 17 { "targetname" "t12" "origin" "440 316 -224" "classname" "info_null" } // entity 18 { "target" "t5" "targetname" "t4" "origin" "2496 2600 -280" "classname" "waypoint" } // entity 19 { "target" "t4" "targetname" "t3" "classname" "waypoint" "origin" "2984 2264 -264" } // entity 20 { "spawnscript" "sp/sp1_cove/howler1/spawnscript" "origin" "2968 1624 -272" "classname" "NPC_Monster_Howler" "spawnflags" "16" } // entity 21 { "targetname" "tiefighter_cam" "origin" "3904 240 -144" "classname" "ref_tag" } // entity 22 { "targetname" "tie_end" "origin" "2688 4144 1344" "classname" "ref_tag" } // entity 23 { "classname" "target_scriptrunner" "origin" "4752 240 -264" "Usescript" "sp/sp1_cove/player/spawnscript" "targetname" "t1" } // entity 24 { "target" "t1" "targetname" "spawnrelay" "origin" "4712 240 -312" "classname" "target_relay" } // entity 25 { "spawnflags" "2" "target" "spawnrelay" "angle" "135" "classname" "info_player_start" "origin" "4624 240 -320" } // entity 26 { "targetname" "tie_start" "origin" "-1592 -3824 1344" "classname" "ref_tag" } // entity 27 { "angle" "180" "spawnflags" "2" "origin" "3912 240 -320" "classname" "waypoint_navgoal" "targetname" "fakeplayertie_position_1" } // entity 28 { "classname" "target_relay" "origin" "4536 248 -296" "target" "t14" "targetname" "t13" } // entity 29 { "classname" "target_scriptrunner" "origin" "4536 224 -296" "targetname" "t14" "Usescript" "sp/sp1_cove/events/tiecutscene" "delay" "0.1" } // entity 30 { "classname" "ref_tag" "origin" "3656 240 -160" "target" "t17" "targetname" "tiecut_start" } // entity 31 { "targetname" "tiecut_2" "origin" "3864 160 -288" "classname" "ref_tag" "target" "t18" } // entity 32 { "classname" "info_null" "origin" "3880 192 -288" "targetname" "t18" } // entity 33 { "npc_targetname" "fakeplayertie" "spawnflags" "48" "targetname" "t14" "angle" "180" "origin" "4128 240 -304" "classname" "NPC_Player" } // entity 34 { "targetname" "t17" "origin" "3808 240 -240" "classname" "info_null" } // entity 35 { "classname" "ref_tag" "origin" "3840 240 -296" "targetname" "tiecut_3" "target" "t19" } // entity 36 { "classname" "info_null" "origin" "3864 240 -296" "targetname" "t19" } // entity 37 { "light" "1000" "origin" "336 264 -200" "classname" "light" } // entity 38 { "classname" "misc_model_static" "origin" "368 484 -220" "model" "models/map_objects/ships/z_95.md3" "angle" "255" } // entity 39 { "fxFile" "volumetric/smoke.efx" "target" "t20" "origin" "544 600 -208" "classname" "fx_runner" } // entity 40 { "targetname" "t20" "origin" "544 600 -184" "classname" "info_null" } // entity 41 { "targetname" "trigger_cutscene" "target" "t6" "wait" "1" "spawnflags" "1" "classname" "trigger_once" // brush 0 { ( 752 252 -328 ) ( 688 252 -328 ) ( 688 188 -328 ) system/trigger -128 240 0 0.250000 0.250000 134217728 15 0 ( 680 276 -8 ) ( 680 340 -8 ) ( 744 340 -8 ) system/trigger -128 240 0 0.250000 0.250000 134217728 15 0 ( 688 148 -40 ) ( 752 148 -40 ) ( 752 148 -48 ) system/trigger -128 0 0 0.250000 0.250000 134217728 15 0 ( 744 268 -152 ) ( 744 332 -152 ) ( 744 332 -160 ) system/trigger -240 0 0 0.250000 0.250000 134217728 15 0 ( 744 636 -32 ) ( 680 636 -32 ) ( 680 636 -40 ) system/trigger -128 0 0 0.250000 0.250000 134217728 15 0 ( 256 324 -32 ) ( 256 260 -32 ) ( 256 260 -40 ) system/trigger -240 0 0 0.250000 0.250000 134217728 15 0 } } // entity 42 { "spawnflags" "1" "target" "t13" "classname" "trigger_once" // brush 0 { ( 4352 376 768 ) ( 4352 -296 768 ) ( 4352 -296 760 ) system/trigger -224 0 0 0.250000 0.250000 134217728 15 0 ( 4352 2752 1176 ) ( 4352 2752 -416 ) ( 4416 2752 -416 ) system/trigger -96 0 0 0.250000 0.250000 134217728 15 0 ( 4408 1608 8 ) ( 4408 2280 8 ) ( 4408 2280 0 ) system/trigger -224 0 0 0.250000 0.250000 134217728 15 0 ( 4344 -1408 -416 ) ( 4344 -1408 1176 ) ( 4408 -1408 1176 ) system/trigger -96 0 0 0.250000 0.250000 134217728 15 0 ( 4352 -1984 1176 ) ( 4352 2752 1176 ) ( 4416 2752 1176 ) system/trigger -96 224 0 0.250000 0.250000 134217728 15 0 ( 4352 2752 -416 ) ( 4352 -1984 -416 ) ( 4416 -1984 -416 ) system/trigger -96 224 0 0.250000 0.250000 134217728 15 0 } } // entity 43 { "script_targetname" "tiefighter" "modelAngles" "0 65 0" "model2" "models/map_objects/ships/tie_fighter.md3" "classname" "func_static" "targetname" "tiefighter" // brush 0 { ( -1592 -3640 688 ) ( -1608 -3640 688 ) ( -1608 -4000 688 ) system/origin 0 0 0 0.250000 0.250000 0 14 0 ( -1600 -4000 704 ) ( -1600 -3640 704 ) ( -1584 -3640 704 ) system/origin 0 0 0 0.250000 0.250000 0 14 0 ( -1600 -3832 704 ) ( -1584 -3832 704 ) ( -1584 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1584 -4176 704 ) ( -1584 -3816 704 ) ( -1584 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1584 -3816 704 ) ( -1600 -3816 704 ) ( -1600 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1600 -3472 704 ) ( -1600 -3832 704 ) ( -1600 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 } } // entity 44 { "classname" "waypoint" "origin" "3936 248 -304" "spawnflags" "2" "targetname" "t16" } // entity 45 { "spawnflags" "2" "target" "t16" "classname" "waypoint" "origin" "4128 248 -296" }
  14. what texture is on it in your map?
  15. Its my only custom pk3's at the moment i got (my own). I do agree that singleplayer is not very unique and i will change it on release. And yes about the params, its true, cause nonplanar and shadeangle are not supported, i use it for preview and testing actually ( and not for production) cause it will give me an error at a line if i got something wrong. That said, i am glad we pointed you in the right direction ? keep it up
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