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Lazarus

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Everything posted by Lazarus

  1. Several new options within 1.5 but they removed for example the control click to drag a brush in a different shape. Next to that, I dont like a bunch of controls in 1.5. And no, nothing else needs to be removed. What you could do, is remove the project files you have in your scripts folder in the base. Thats where all the bsp command lines are in, Since you remove GTK, you prolly remove also the compiler that comes with it. When you reinstall it, i think they get overwritten anyway, but you can play it safe by removing them too / backing them up in a different folder, if you wrote different compile line.
  2. It took me longer to make a cup of tea than to download / open and rename the files and to rename the files... The longest action was prolly to upload them again to postimg.org Textures are 512 by 1024.
  3. You cant do it yourself? Open Gimp / PS / JASC PSP, Force it into a power of 2 (1,2,4,8,16,32,64,128,256,512,1024,2048,4096px) palette?
  4. jaden head on stormtrooper body, thats all I ask I am a horrible model modder and since I just want my own old model back I played with (which somebody made for me a long time ago, but lost it) which was Jaden Korr in Stormtrooper outfit, so a Jaden head on a stormtrooper (white armor) body. Thats all I ask Hope its not to much to ask. Jep!
  5. I put the outdoor area aside for now, and started on the landing area (spawning) area and place where you will leave the planet again. The downside is that the texture on the farend (the forcefield) is 1024 / 1024 atm, but still pretty low rezz, so i am either gonna go for 2048 or even 4096 on size, cause i can clearly count pixels when I am standing next to it.
  6. Sorry, no the with dark blond hair / brown hair i mean... sorry, i thought it was more shaven for some odd reason. robably to much with a jango fett in my head and just regular stormtrooper (the base game)
  7. I am looking for someone who can frankenstein me a model of stormtrooper body vs jaden (male) with short shaven hair head. could someone do that one for me?
  8. I use and swear by 1.4. i think this has to do with your paths, just reinstall it.
  9. It goes through steam? didn't knew that. Thought it came just as download.
  10. Do the new kids on the block (from humble bundle) know there was a patch from ravensoft after they install it? JKA has no autoupdater, so i wouldnt be suprised if they are on the vanilla version. You have to go google to find this information. Dont asume this group of people have found the patch automaticly.
  11. I used as my skin in JKA back in 2004 a heavy modified Sepiroth (not his sword, hell no).. later on i had a frankenstein of a stormtrooper and a male head from Jaden, cause as is pointed out, some characters just dont belong in Star Wars. To come back to what @zeƒilus just posted above me... Nar Shaddaa sounds like a fun project as maybe a group of mappers could do this?
  12. http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ch05/pg5_1.htm
  13. I am thinking his ancle pads should be a tat bigger.... they are not so narrow on the figure I have from him
  14. A good reference is your player model. Place an info player start first thing. This is the regular height (64 blocks) of a player (some models are larger, other smaller) and build out of that perspective. For example, In my current map, I make the regular hallways about 2,5/3 times as big as my player. This would help when you jump through it, but cant jump high enough (since i actually work on a mod without you using forcepowers, this is sufficient) however, when the force comes into play, you have to consider the level of force usage. If its MP, think about the max force power applied, which is 3 times the regular... You have to find the right combination then on what you want max applied to the height, your type of map (rocky caverns can be really big, but if you consider a facility, i never seen a doorway that had a height of roughly 8 meters, for example) Also, if you had installed the developerskit, i think it comes with a bunch of decompiled maps and scripts (not sure if you run JO or JA) For JA, a good reference is Kor1 for like a tomb (heigh ceilings, but also narrow hallways) and t1_rail (which shows a good few jumping pads with some more limited jumping power)
  15. May take some time i guess. I had same with a tutorialmi submitted. Took a few days. Owners arent robots
  16. It looks cool, but you are missing some light references. Remember that the light entity does have a style which you can pick, from strobe to flicker, candle/fire like or whatever comes close to it. Yet also recognize that light entities dont have a source where they shine from. I would suggest to do shader light, rather than light entities, since it will cast a more realist look. There are textures in the JKA folder that cast already some light. Else you could make your own (but thats more the advanced way, unless you want that). If you pick for textures with a lightshader from the base game, in GTK, if you see the list of textures, some of them have a green border arround them. This means they are linked up to a shader. Look for the light textures that does have the green border arround them (its like a really thin line). Those are the ones you want to use. If you are going for a more advanced way by making your own shader, you have a few options. You could recycle a texture from JKA and make a new shader for it, recycle a texture and modify the current shader (copy paste it in a new shaderfile, add shaderfile to the shaders.txt), or you could make a whole new image with a shader for it. Its best to just look first at how shaders are made. @@Circa pointed you to Richdiesals Mapping tutorial (it's also in my signature). Babyspinach wrote an excellent guide on how to make custom light shaders, as in using a simple blank image from 64 by 64 pixels, which does the trick. I use that one still, but also I went on, made new textures, looked at the shaders from Jedi Knight Academy and made my light like that. Maybe its too much to cover right now. First build off your map and then start improving it
  17. I am at the moment playing arround with cutscenes and it's quite fun actually. I got most of it to work (not yet to complicated, but animations, sounds and walking works). I am just curious, i am using now MP3's since i couldn't get wav's to work (48000 mhz mono), did i do this okay? In terms of space, and not let my pk3 get oversized, what is smarter, wavs and uncomrpressed (which prolly means hq sounds), or mp3 and compressed (which makes it sound more compressed)? Also, as in terms of camera. I am curious how did they do the kyle katarn at your service thing camera wise in Yavin, having a real close up of kyle being POV? Is that just place the ref_tag of the camera inside of the npc point? I wanna do someting like that when my npc wakes up in the jail and a warden looks over me. https://www.youtube.com/watch?v=bBttq14wQe8#t=190 Oh and I opened the intro from jka, with the chat of jaden and rosh in the shuttle and later on. One thing that I wonder. They use in the scrip the -1.000 for animation times on all ... yet.. Does that mean infinite use, or just play out the frames? When I try it in game, nothing really happens. affect ( "shuttlepilot", FLUSH ) { set ( "SET_WEAPON", "WP_NONE" ); set ( "SET_ANIM_BOTH", "BOTH_CIN_35" ); set ( "SET_ANIM_HOLDTIME_BOTH", -1.000 ); wait ( 2000.000 ); edit... i take that back... the -1 means infinite. My guy is standing now with his hands up in the air. and I need to type it as -1 not as -1.000 cause then it didnt work
  18. i am not sure what your trying to achieve but do you use shadered to see your shader result? Also, pointing out that your marble2 stage asks for an alpha channel, do you have that, else it ignores the stage.
  19. Is the fan a model? Or are they simple brushes add together with the model? I am at loss at your explination at the moment. Or is the fan part of the model but won't rescale?
  20. Hinting and portalling help, to a certain degree. I ll take a stance in the middle. While this map is build in a single box and has no areas to split easy, hinting is appropiate. It will require some hinting. but how much result you will get out of it is debatable, so @@Oobah is right to a certain point. But this makes you also right, @@AngelModder. So where is the golden line in the middle. Now before you go all haywire on me. G knew indeed how to work with hinting. But to compare G's work with SJC goes a bit far. G was more of the scripting and less design, while SJC is more or less reversed. (G could indeed script everything. Name it, and he did it). His maps were always in high fps, because of his simple design. The sandcrawler was a good example from him. Sadly he never released it and it's probably gone with the wind. Alright, that said, i ll peek at the file you tossed in my PM, but I am not a true wizzard on hinting either. I know my way arround it, but I am to wonder often too why the hint brush wont hide the portalling behind it. The fact remains that your outdoor will have to be rendered fully if you use certain brushes comes to mind here. It may even require slice up your ship to a certain points as well, if you want it to be optimal. Its not as easy as it sounds like when you do inside your ship, with simple areaportals and some hints in corners of 90 degrees. So why isn't it rendering propperly? check first your detail vs structural brushes as @@mrwonko said. From then start planning on how you should place them. Check this out as well. http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes
  21. that was what it was originally, however, i converted it out of ease and because the compiling times are much quicker. I migth convert them back into brushes (got a seperate file with the walls in it where I converted them into models) if its worth it.
  22. Converted the rocky ceiling into a model (saves me a lot of compile time) and shielded it off with a clip brush, so player cant jump up and through the rock ceiling. Since you are not supposed to play with force powers its just an extra precaution. Dont want to ruin it. I placed some wiring further and fixed the tunnel leading outside. The crate procedure works (press a button and a crate moves from the lower belt up to the higher belt with a (still need to make) sort of crane. Outside it will be placed on the worker area, where I tie a part of a puzzle in. Used a treemodel outside (not completely happy with it, maybe I need to make a pine tree model or ask nicely if @@Szico VII has a spare one from his winter map) and started building on the tiefighter landing pads (will be a few more in that area, plus some tie fighter pilots) ... not sure yet what i ll do with the lower space further, I am maybe thinking of letting it slip out through another cave into a swoop track you ll have to do.. not sure yet. Oh forgot to mention I made the area a bit higher so it looks likes it tops off, instead of sloping inward.. which made it look ackward (which is also a model, because it saves a lot of compile time). Also started writing a dialogue between a prison warden and the player. 2 screenies for now/
  23. Due to work, i havent worked on it for a while, but I found today myself working on the damn ceiling of the facility thats build in the mountain. Now this will be converted into a model, to save on some brushes. I still need to work also on the lights there. In this spoiler is a TRIS shot, so you can see how many freaking brushes it are... I updated the first post with the textcrawl and a bit of the story i am intending.
  24. What you could do is script a func_usable to change texture constantly, and tie that with a light entity. In my oppinion that would be more powerfull. You need to add a target_activate and target_deactivate though.
  25. I wouldn't know what or where that is, cause I dont bother watching it.
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