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Everything posted by Lazarus
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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
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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
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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.
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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?
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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
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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/ -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
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.
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I wouldn't know what or where that is, cause I dont bother watching it.
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It looks like this character is left on Hoth... or Mygeeto .. one of those 2... Am I the only one who doesnt watch GoT? Cause I prefer House of Cards.
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I am stil waiting now for the Mousedroid, r2d2 and 3CPO in robed outfit. Also, why not inmeadiatly start on the star trek crew.. Captain Picard in robed hoody, and with his taunt: "Engage!" (okay that was a really bad pun!)
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Mapping and alcohol ... can't seem to get my brush straight...
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You must practice the art of drunk mapping fu. I did it with Massassi. It's more than possible.
Map out core room setup first, then work on the little details after. Should make it easier for yeah.
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Scripting textures/shaders to turn off or on
Lazarus replied to IrocJeff's topic in Coding and Scripts
try it, now i am not sure anymore. -
Scripting textures/shaders to turn off or on
Lazarus replied to IrocJeff's topic in Coding and Scripts
I knew about the trigger, since i use it on my own npcs (remember in my map the alarm sequence, its a use option within a script to fire up whole stormy spawn sequence and alarm sounds) I didnt knew either you could skip out the the trigger brush and just replace it with a relay with a targetname to fire. I thought relays were more to keep your map clean of lines. I guess i was wrong. Learning something new everyday here. (so yea, i swapped out already the trigger brush and replaced it with a relay in my map) You cant unfortunatly call inmieadtly to a script in a script. You can however call to a scriptrunner to run by using the use command to targetname in a scriprunner. I did some checking in the KOR1 map that is as reference placed. I used Devaheb to decompile the starting scripts (the landing on korriban and how scripts are set concerning light or dark side, due to what happened on taspir) Bassically what happens is this if ( $get( FLOAT, "SET_OBJECTIVE_LIGHTSIDE")$, $=$, $2$ ) { use ( "DSencounter" ); use ( "DSmusic" ); //(BHVDREM) run ( "kor1/encounter1_D" ); } else ( ) { use ( "LSencounter" ); use ( "LSmusic" ); //(BHVDREM) run ( "kor1/encounter1_L" ); } it checks in an if and else statement if the lightside is set to 2... if so, run dark, else light side. The use reference to target_scriptrunners in the map (they are placed next to the ship model if you open the map, so you can see for yourself) So to answer your question. Just drop an extra scriptrunner in your map with the script in it and in your current script just use the "use" key. -
Take the accepted one, duelling on 45 degrees will not keep your character standing well and you will slide down if i am not mistaken. It will also just look ackward if its on 45 degrees, i would go for like 30 or 25 or so....
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Scripting textures/shaders to turn off or on
Lazarus replied to IrocJeff's topic in Coding and Scripts
Try this: I made a trigger_multiple that is connected with the light entities. I set them to 800 to see if they were working propperly. I called the trigger multiple lightswitch as targetname, and made it tiny and placed it somewhere against my ceiling so it couldn't be activated by me walking in it. I made a new trigger on the ground (trigger_once) and connected it to a target_scriptrunner. Made it call my script called light1 //Generated by BehavEd rem ( "switch lights on and off in loop" ); task ( "toggle_off" ) { use ( "lightswitch" ); wait ( 500.000 ); } task ( "toggle_on" ) { use ( "lightswitch" ); wait ( 2000.000 ); } loop ( -1 ) { dowait ( "toggle_on" ); dowait ( "toggle_off" ); print ( "!this is a test message!" ); } worked like a charm. It was looped so it went on and off constantly with the message in the middle of my screen. So in my case, i didnt affect anything, since there was nothing to affect. The lights were connected to the trigger i simply called from out of a task. Now i forgot to mention my lights were done the oposite right now. Went on for half a second, then off for 2 seconds because i forgot that my light entities started already on. Just as a headsup. edit As stated below by @@ensiform, its better to make a relay instead of a trigger_multiple. Just give it the targetname of the trigger_multiple I said up there (lightswitch) and it works fine.. tested and confirmed. And way cleaner -
Scripting textures/shaders to turn off or on
Lazarus replied to IrocJeff's topic in Coding and Scripts
No need to write so many lines for using the same entity, just define one task and call it and use it in a loop.. affect ( "flash", 56 ) { task ( "task1" ) { use ( "flash" ); } loop ( -1 ) { do ( "task1" ); wait ( 700.000 ); do ( "task1" ); wait ( 500.000 ); } }This will keep flashing it on and off as well and won't stop. For your script up there you just repeat it like 9 times. so instead of -1 you can use 9. I suggest you target a trigger_multiple actually (i did the same with my target speaker) and make that link to your light, then you know for sure it works. btw, whats the 56 in your definition of light? affect ( "flash", /*@AFFECT_TYPE*/ FLUSH ) should be the normal type. it flushes the current behaviour and then starts off -
Scripting textures/shaders to turn off or on
Lazarus replied to IrocJeff's topic in Coding and Scripts
you could run an animap on it (on and off textures combined in an animation) that you trigger via activate / deactivate. The downside is that it becomes a loop after so many times so you will spot a pattern. But thats just a rough idea. -
Yea, I am doing SP, so I am not sure. Is there a way to see active entities in game when loaded? I'd like to know how far i am (not that ill get to the limit, but I am curious how many of the placed entities I got in my map, besides the triggers, script_runners, etc are counted.
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Bassically you make a brush in your door (if its a sliding door) with one side textured with areaportal, the other sides with skip. It gets more complicated when you do rotating doors. Lassev wrote a nice tutorial about it. http://www.student.oulu.fi/~lvaarisk/tutorials/rotadoor_index.htm. I am curious how it responds to func_statics that function as a door. might need to look into that.
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I have at the moment in the tiny part of my map about 100, but i need to see if i can take a couple out (has to do with some models). does func_group count as ingame entity or is that just a propperty for radiant? I have also a bunch of ref tags arround, thats also an in game entity?
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hmmm, should do that indeed if you are using somebody else's stuff.
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what is supposed to be the lightmap source? Your window with texture or your ornament below it?
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The repetitive texture, the terrain... it hurts my eyes..... oh wait.. its about the stargate.... that one is nicely detailed. First of all, I would suggest to swap out terrain textures or change the whole shader, and maybe do some blendinding. The water can be made more transparant to mask the repetivity... bespin water is sooo 2003