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Lazarus

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Everything posted by Lazarus

  1. We actually could play with a fog cull, and reduce gravity. It remains tho that the water in the game is very ... how you say it, limited in its capabilities. I want to make a map, not tweak in the source code itself (water is defined in source as well on how much damage when drowning, etc)
  2. I thought that was the issue too, but he asured me it wasn't the problem.
  3. It doesnt matter what your skills are, basic brushing and texturing is something all can do if you know how GTK Radiant works. We all walked that path before. Nobody should compare themselves to a Sith J Cull, Mace, Pande, Szico or who ever made all these great fanbased maps, that we all love to play. If you can master Richdiesals (learn mappign here in my signature) you already have surpassed the beginner level, and are okay in my book to join the fun. Remember, I am not asking for a master piece: It's the journey to get the endproduct there, not the endproduct itself, people. I offer my wisdom here to the community and share it, where I gather new wisdom everyday by reading here, and having my questions answered. I am no expert, but learn and try. Darth G always used to say, live to do, die trying. And thats what keeps me going in this.
  4. Seeking knowledge ...

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    2. Lazarus

      Lazarus

      scriptwise, i am just playing with a script on animations in a cutscene, try and do better :)

  5. ALright, i ll play a little bit as leader then (i guess since i am the one suggesting this thing) So let me put some things straight: First of all, the reason of pass-me-arround is quite simple. Everybody has a different take on an area. When you say underwater facility or something like that, I think of an underwater cave, water people can swim in to get from point a to b, water that rises and lowers. Somebody else may see it different and that is what makes this map unique. So it's quite simple, dont plan this ahead for the other person, let them do their thing on this map. Second, more then one style is there, which should be quite fun blending into each other. So try to work on an area you like, and not the whole map. Leave that to somebody else in a later stage. Personally, i would love to see interactivity, so like random events that can be triggered. I d like to look into that, plus maybe an outdoor area. (it be caves, it be something else). The vid of the reactor that shoots lasers on the side is something i'd like to script (and it gives me a nice idea for my own sp map) Anyway, people i am open to suggestions, but I like to have for example, the reactor in the middle. At this point I see 3 mappers (including myself) willing to try this on, any more? I think with 4 or 5 we should be fine. @@Circa?
  6. I prefer not leading this, since i have more projects running and a busy RL. I 'd like to participate, but not as leader. Since @@Darth Futuza made a start on his concept, i think he is better in taking the reigns of this project. I do feel we need all to be on the same line when it comes to the project, that means you need to take all oppinions in account
  7. I am a mapper by heart, i worked on All previous ones, so yea i am in. -edit- i vote for a ctf instead of a tffa/ffa
  8. So anyone else intrested in partcipating?
  9. During my time at map-craft, we used to do challenges to give the community new maps or new content. So I was thinking, maybe we should do something like a "pass-me-arround map" where multiple authors get each 1 week to work on a certain map, and in the end, release it to the community. This way you see influences of multiple people working together. I believe the latest project we had was a huge tree model, we had to build a map arround it (dont think that ever got released, if so, i am missing the files of it - it was the ancient ruin theme map). Also we did a Nar Shaddaa landing pad. http://mrwonko.de/jk3files/Jedi%20Academy/Maps/Multiple%20Gamemodes/105657/ So if there are people intrested and we have like 4 or 5 people willing to do this, why not?
  10. Okay, i have a request. Is it possible tot Frankenstein a weequay's head on a stormtrooper outfit (or rodian head) i want to use tgat for my SP mod
  11. That is the standard shader from the common shaderfile. I put down the things below on how you you may need to change it. Have you attempted to create a new shader file?
  12. I ahve to work still on the animations, lighting and a bit on before this scene.. but this is actually (as refered to in the previous post) the following So at least i got that part scripted (the npc model that dies and player model still are different due to the fact i havent forced the model yet). This is the first rought sketch so far.
  13. how long is your file, i think the original one is 512 px width by 2048 px height. Also @@redsaurus did a series on SP mapping, including as well something about text crawls: https://jkhub.org/topic/5149-lets-map-singleplayer/?p=77142
  14. actually I find the live chat (either voice or by text) usefull. Its one of the reaons I am often there.
  15. textures/common/glass { qer_editorimage textures/common/glass2.tga q3map_tesssize 48 qer_trans 0.5 surfaceparm nonopaque surfaceparm trans q3map_material Glass q3map_nolightmap { map textures/common/glass2 blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR } { map textures/common/glass2 blendFunc GL_ONE GL_ONE tcGen environment } } This is what the glass tics, I checked the texture but it doesnt have an alpha channel, what you migth be able to do, and this is pure hypothetical, is that you simply use an alpha channel in the texture, add an alphaGen Const on it in the shader (create a new shaderfile, i would suggest, dont tear the old one appart), with the transparancy you want (varying between 1 for comepletly closed, to 0 for completely see through) and add a rgbGen wave sin to it for making the colors flow better. An instance like blendFunc GL_ONE GL_ONE alphaGen const 0.4 rgbGen wave sin 0.75 0.05 0 5 Again, this is pure hypothetical and you have to play with this.
  16. Can this thread be moved to the modding assistance forum. I think i placed this wrong
  17. Still, I think this is possible, if looking at the game itself. Formost I point to t2_trip and h2_dpr .. something (the one where you are captured and have to play the "get out of jail" game with commander Rax. In there is an AT-ST send after you (asuming it has an NPC in it to control it), I am trying to figure out still how to do it.
  18. I went into t2_trip, and the opening actually does mostly what I want, Jaden, jumps on a swoop and scoots off. Now i went to look for the opening. // Generated by DEvaheb v1.0 // Decompiled from file "I:\Games\Star Wars Jedi Knight Jedi Academy\GameData\base\scripts\t2_trip\intro.ibi" affect ( "introjaden", FLUSH ) { camera ( ENABLE ); set ( "SET_ANIM_BOTH", "BOTH_CIN_5" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 ); camera ( MOVE, < -1745.430 -27025.600 551.543 >, 0.000 ); camera ( PAN, < 52.219 147.812 0.000 >, < 0.000 0.000 0.000 >, 0.000 ); camera ( ZOOM, 80.000, 0.000 ); camera ( MOVE, < -1745.430 -27025.600 498.901 >, 14000.000 ); camera ( PAN, < 44.119 147.812 0.000 >, < 0.000 0.000 0.000 >, 14000.000 ); wait ( 12700.000 ); camera ( FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 1.000, 1300.000 ); wait ( 1300.000 ); camera ( DISABLE ); remove ( "introjaden" ); remove ( "intromerchant" ); remove ( "introswoop" ); remove ( "cinematic_swoops" ); camera ( FADE, < 0.000 0.000 0.000 >, 1.000, < 0.000 0.000 0.000 >, 0.000, 1.000 ); } affect ( "intromerchant", FLUSH ) { set ( "SET_WEAPON", "WP_NONE" ); set ( "SET_ANIM_BOTH", "BOTH_CIN_6" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 ); sound ( CHAN_AUTO, "sound/vehicles/swoop/sb_idle.mp3" ); wait ( 4150.000 ); sound ( CHAN_AUTO, "sound/vehicles/swoop/sb_idle.mp3" ); wait ( 4150.000 ); sound ( CHAN_AUTO, "sound/vehicles/swoop/sb_idle.mp3" ); } affect ( "introswoop", FLUSH ) { set ( "SET_ANIM_BOTH", "BOTH_CIN_1" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 ); wait ( 11850.000 ); sound ( CHAN_AUTO, "sound/vehicles/swoop/sb_revup.mp3" ); } For all i know, the camera hardly moves if I look at the movie (Jaden and a merchant talking) but it misses some animations I guess.
  19. I am kinda having a problem with a script that I cant seem to solve, and I kinda need some input. The layout / idea: I am wanting to make a cutscene where a stormtrooper is on a speeder, drives / flies to a certain point and gets off. So I set up part of the map with a nav_point, placed some waypoints arround, linked them up, placed a speeder, had an npc spawn on top of it, did the basic entity work and wrote a script for it. The problem Now I figured out the dismounting part will be impossible, so I have to do it with cutting camera angles, and removing Stormy the Trooper for the sake of appearance and replace a clone *wink wink* next to the speeder (something that @@eezstreet pointed out to me as well). My problem lies in the speeder. Eezstreet pointed out that vehicles have no behaviour AI, thus cannot be controlled by nav_points. (trust me I tried). Secretly I had hoped that the NPC on the speeder itself would steer the vehicle to the navpoint, but so far no luck. Eezstreet said to me that I may be able to control the npc not by navpoint but by the move option, so I set up a task (with some help) for it,No luck (i had one time my cutscene stuck, the other time my cutscene never started, but I cant seem to put a finger on the fact that the vehicle, nor the stormtrooper wont move. //Generated by BehavEd camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam-swoop1", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam-swoop1", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); affect ( "swoopbike1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "moveswoop" ) { move ( $tag( "swoop2", ORIGIN)$, < 0.000 0.000 0.000 >, 3000.000 ); } dowait ( "moveswoop" ); } affect ( "stormtrooper_speeder1", /*@AFFECT_TYPE*/ FLUSH ) { task ( "moveswoop" ) { move ( $tag( "swoop2", ORIGIN)$, < 0.000 0.000 0.000 >, 3000.000 ); } dowait ( "moveswoop" ); } camera ( /*@CAMERA_COMMANDS*/ DISABLE ); This is the script (very easy so far, its just, move to point swoop2, which at this point is a ref_tag, since appearantly nav_points dont cut it, yet it doesn't seem to work. I think it has to do with the fact the NPC has no origin base, so it cant find it. BTW, no console error. (also, i removed the wait term that I had build in, for extra time in the cutscene) Now before you all go, why dont you see t2_trip, please note that I do have it decompiled (with some thanks to a person who handed me all the maps, forgot your name, sorry) and checked it out, checked all the scripts from t2_trip, checked the common script folder for any behavior, checked the entities in the map, etc, and cant seem to find it. Does anybody know what I missed or can do to figure out.
  20. Alright, I had a little twist of mind and I am looking for viability. I am aiming for AT LEAST 2 possible endings, where one proves to be fatal. It means I gotta do some cut scenes, but I am always up for a challenge. Anyway, theses are some ideas I had. If a certain trigger isn't activated, I ll play a cutscene where Fornan actually gets out, hops on a speeder and gets the hell out of there. - the end / mission complete (depends if i work it out further - create a multi map story)If a certain trigger is activated, you still play to the end, but once you get to the ending point, different cutscene, in which you die - mission failed, while you may have proven to work your way through the whole facility.I had an idea for a third ending, but I dont know how viable that is, due to it becoming a lot of scriptwork and testing If certain trigger isn't activated and player is activating another trigger, at the end, the cutscene of Fornan gets out, speeder story is played, however, there is another scene added after that, in which antagonists realize they know which orgainasation was responsible for the mayhem.Also I am gonna put info out in the map you ll have to find in order to solve some puzzles. And these are not obvious as in JKA. Note i say triggers, but I have a pretty good idea what those triggers are going to be. I just dont want to spoil to much. -- oh ashura, dont worry for now about the rock. I like the palet i picked now and just doing the area a bit different.
  21. As of earlier today, i restarted the project. I finally found some time to play arround in GTK, however I closed the original concept and started again. I will take created items along, such as the save sequence i made last year, the modified and stronger stormtroopers, etc, all along into this project. The first screens are on the first page and just involve me creating the terrain. I am trying to keep this posted and updated again as I go along
  22. Hey Mediator, long time no see. I hope you pop by more frequent!!! Long time since map-craft
  23. Does this apply as well to the NPC handling the weapon (adding forcesight makes him more accurate)?
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