-
Posts
372 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Lazarus
-
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?
-
Post Your Frankenstein Ideas Here
Lazarus replied to DarthDementous's topic in Mod Requests & Suggestions
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 -
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?
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
Some advice on Opening Crawl Files.
Lazarus replied to TheWhitePhoenix's topic in Modding Assistance
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 -
actually I find the live chat (either voice or by text) usefull. Its one of the reaons I am often there.
-
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.
-
Can this thread be moved to the modding assistance forum. I think i placed this wrong
-
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.
-
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.
-
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.
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
Hey Mediator, long time no see. I hope you pop by more frequent!!! Long time since map-craft
-
Little Known Fact of the Day...
Lazarus replied to eezstreet's topic in Jedi Knight General Discussions
Does this apply as well to the NPC handling the weapon (adding forcesight makes him more accurate)? -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Its been quiet around me and my work. The above reason is sadly not valid anymore. We lost our child in week 29, so we have been in devistating pain since last september. My business on the other hand is going well, and we have enough work to do. However, I pulled last night JKA and the mapping from my NAS drive and redirected them back to my own HDD, I think it's time I continue this project once again. If I either start from scratch or delete terrain, I am not sure, but I realized as I was looking at this, I approached the level the complete wrong way. I am trying to draw up now a new level design and my plan is to work from finnish to start, instead the other way ... -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
I know it's a bit quiet arround me, but I am having a good excuse. I am wearing a ring now (got engaged) and having a baby on the way makes me not play computer games or map, I mean, I am busy in the extra room painting clouds and a sky on the wall Anyway. When I do have time, I ll update my work. For those, if intrested, i ll upload all my files from this project and use it as a source to learn about SP mapping. I 'd like to help out the community anyway i can, but at the moment, I need to find time in my busy schedule -
I once started of with an interpretation of the huttball map (GIRADA THE HUTT, WELCOMES YOU TO THE PIT!), which at the time was a fun project, but its a pain in the ass, because CTF requires 2 flags, and not a neutral flag to capture, and source code modding isn't my favorite point. To come back to Nar Shaddaa, it made me think of the stuff we started making of the interlude in the project of Jedi Betrayal. There is an outline for a bar Kyle would go to for information (we had the concept well thought out, but sadly there are only prefabs which you might be able to use for outside i think). I keep myself from the project, since Nar's isn't really my cup of coffee.
-
lego, seriously ...
-
// // function will now recurse back into here if loading a script! (*.mvs) // BOOL CModViewDoc::OnOpenDocument(LPCTSTR lpszPathName) { string str = LengthenFilenameW95W98(lpszPathName); if (str.empty()) // if it was empty, then arg didn't eval to a filename (eg "#startminimized"), so return original { str = lpszPathName; } lpszPathName = str.c_str(); if (strstr(lpszPathName,"#startminimized")) { extern bool gbStartMinimized; gbStartMinimized = true; OnNewDocument(); // None of this shit works, because whatever you set the current document to MS override it with a derived name, // and since the CWinApp class can't even ask what it's own fucking document pointer is without doing a hundred // lines of shit deep within MFC then I'm going to fuck the whole lot off by storing a pointer which I can then // use later in the CWinApp class to override the doc name. // // All this fucking bollocks was because MS insist on doing their own switch-comparing so I can't pass in 'real' // switches, I have to use this '#' crap. Stupid fucking incompetent MS dickheads. Like how hard would it be to // pass command line switches to the app instead of just filenames? // strLastRealDocName = "Untitled"; SetPathName(strLastRealDocName, false); // I shouldn't have to do this, but MFC doesn't do it for some reason SetTitle(strLastRealDocName); gpLastOpenedModViewDoc = this; return true; } I was working my way through a little coding from modview, since I tried to understand some of the principles (have nothing to do usefull i guess) and I bumped into line 129 and I was like .. wut?
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Yea I am trying to make progress at the moment, but struggling with the factor called time and work. Sorry. I ll try to work on this whenever I have the chance Thanks Ashura for working on the texture It will help alot i am sure! -
This is a source of knowledge, nothing gained on not sharing knowledge. Sorry to say, but thats just selfish. My cup of coffee.... wait a minute ... i need coffee.. brb
-
It was in my first class 3d moddeling ... it went down hill from there I still can't model jack
-
This was my very first model. A chicken with a baseball bat. Courtesy of my 3d moddeling minor back in 2010.
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
I havent worked on it really to be honest, cause I got caught up with work. Coming week slows stuff down since my work goes through testing phase, meaning I have time to work on this when I have the chance. I am looking at the moment for a new rock texture. The one i use is low rez and becomes very repetative (honestly, this one is 256 by 256). Anybody got some suggestions