Jump to content

Lazarus

Members
  • Posts

    345
  • Joined

  • Last visited

Posts posted by Lazarus

  1. Opacity is controllable, however, its not done as you think it did.

    textures/imperial/caution2
    {
    	q3map_material SolidMetal
        	{
            	map $lightmap
        	}
        	{
            	map textures/imperial/caution2
            	blendFunc GL_DST_COLOR GL_ZERO
        	}
        	{
            	map textures/common/env_chrome
            	blendFunc GL_SRC_ALPHA GL_ONE
            	detail
            	alphaGen const 0.1
            	tcGen environment
        	}
    }
    
    

    This is one of the imperial textures I redid for my map with an environment map on it with alpha channel. With the AlphaGen Const you can set the ammount of opacity you want. What tutorial you used? There is a tutorial in the tutorial section about applying specular maps. I think you can give also an alpha channel to a spec map and do it the way I described up here.

     

    Your player reflection is done by the so called camera trick. Indeed, G showed us that in one of his ballroom testing maps, i remember. Its bassically you apply place a misc_portal_surface about 8 units before your wall you want to act as a reflectant, than apply a shader to that wall surface you want to reflect. 

    textures/system/mirror1
    {
    	qer_editorimage	textures/system/qer_mirror.tga
    	portal
    	q3map_nolightmap
    }
    
    

    I actually made my own one shader for this, but the mirror1 from system does the trick too. Than you have a full mirror. I think you can set opacity on this one too, but I need to play with this as well to mirror your work. Because it will be a portal, prepare for an fps drop on this part. (it has to render the room twice, so make sure you use hint brushes / area portal propperly).

     

    Which one is the masking shader from vjun?

    AngelModder likes this
  2. I solved the issue, but its not as beautiful as I hoped and it costed me 2 more entities, however, I can now control the speaker at will through script.

     

    I disconnected the target_speaker from the relay, but added a new target script_runner which i connected to the relay. I placed a trigger multiple somewhere against the ceiling that connects to the target speakers. I know, from the npc script i have running to start up the alarm sequence, I can use triggers freely, while not even standing in it, so what I did was I targetted with the use command in behaved the trigger to "use" it. Since its a trigger mulitple it can be toggled on and off now, so my other trigger_once, activating the script to use the trigger multiple just once. 

     

    Turns out. after reading documentation last night in bed while the girlfriend and cat were asleep, that target_speakers can only be controlled by triggers, not through script. I havent tested this yet, but I wonder if they respond to a target_activate and target_deactivate, which I still have to find out, because if they do, I still put a questionmark to the fact it didnt respond to the  ( /*@SET_TYPES*/ "SET_INACTIVE", "true" ); which was what @@redsaurus suggested.

  3.  

    So on the right is a new trigger_once, connected to a target_scriptrunner that fires the above script (i tried it with inactive, kill entity, remove entity, but no luck)

     

     

    As i said, that had no effect either....

     

    I do have an idea, but I have to find a way to not make the npc spawn and change somewhere the global variable again. Is there a way to let an npc spawn only once (like a count on the npc_spawner)? I need the relay to reach the speaker, so setting the count on the relay isnt an option then.

     

    no offense, but somehow, the more i get into behaved, the more restrictions i find ;)

  4. let me explain the setup. I have a painscript, which let the npc in question walk to a trigger_once and use it. This trigger_once is linked to a target_relay that is linked up to 4 npc's and the target speaker (i think it would maybe be wiser even if i remove the speaker out of it and have it activate by script, but i need to figure out how to turn it off / on by script). In the image in the spoiler you see part of the setup.

     

     

     

    explain.jpg

     

     

     

    So on the right is a new trigger_once, connected to a target_scriptrunner that fires the above script (i tried it with inactive, kill entity, remove entity, but no luck)

     

    Because its tagged to a target relay, i cant link the target_speaker to the other trigger_once.

     

    I think i need to look again at my options. Any suggestions?

  5. Hmm i cant seem to get this to work, but probably i made an error somewhere.

     

    I have a target_speaker which sounds an alarm as soon as the npc's strigger the sequence for the alarm. this is all fine. Its a trigger, connected to a target_relay with 4 npc stormies and a target_speaker which sounds the alarm (this works).

     

    However, I made a script that will trigger on pressing a button, to silence the alarm (i need to script some stuff still, but the idea is if the alarm is off, the player can move on further without being bothered by stormies, if it isn't there will be more stormies along the ride) However, I cant shut off the alarm. I tried to kill it via behaved, but it had no effect.

     

    my target_speaker has a script_targetname called alarm, so i tried to shut it down in behaved by running the following

    //Generated by BehavEd
    
    rem ( "Shuts down the alarm sound" );
    
    affect ( "alarm", /*@AFFECT_TYPE*/ FLUSH )
    {
    	kill ( "alarm" );
    }
    
    

    but it had no effect. 

     

    I dont want to remove the target_speaker, but if there is no other way.

  6.  

     

    Explain this a bit better cause i'm confused on what you are asking :) Are you comparing the same sounds ?

     

     

    i am using a forcefield soundset on my func_usable

    ;*********************
    ;forcefield
    ;*********************
    localSet forcefield
    timeBetweenWaves 0 0
    loopedWave ambience/prototype/forcefieldhum
    volRange 253 255
    radius 300
    

    I can actually hear it from pretty far (as soon as I step up the elevator when I spawn I can hear the hum from far away and when i get closer it gets louder, but not as in very loud, but its a present active sound you can hear). 

     

    volrange 240 250 means that the volume will be chosen randomly between 240 and 250 - full volume is 255. You probably want to set the radius to something larger - if it isn't given, it defaults to 250.

     

    I can set a radius on this within the target_speaker?

  7. Is there a way to adjust the volume or range of a sound? For instance. I have a forcefield sound that you can hear almost through the whole area I have mapped, but then I place another target speaker with an ambiant loop in it, yet, I only hear this for maybe max 192 grid units and than its gone (fades out very quickly, while it is pretty loud) So is there a way to extend it, more to speak. 

     

    I opened the sound textfile, showing me all the sound files. Does anybody know what the last numbers mean for each file, for example the one I use

     

    ;*********************
    ;cairn_energy
    ;*********************
    generalSet cairn_energy
    timeBetweenWaves 0 0
    loopedWave ambience/cairn/cairn_energy
    volRange 240 250
    
    

     

    I have this running as a soundSet in a target speaker. What is this volRange? Does this mean the sound only plays for over 250 units from the map around the target_speaker?

  8. One thing to do with your crawl if you didn't.

     

    Make sure you space your wording so if fills the space of each line, like they did in the movies. It makes it look much better than having indentations to end each line.

     

    I actually didnt, I tried it, didnt liked how it looked in the crawl, so i went just with the regular entering, I think it looks more "me" that way. 

  9. tiny update, i have been a bit occupied with my work so whenever I get the chance, I launch GTK. I came up with the idea, to build the base inside the mountain, so i started playing arround a bit with ideas (actually I removed a crane in the map earlier today, it wasn't practical and I need to think out another idea for the crate / explosive idea I have, since the crane was large and unpractical. However, I did some work on the inside and created a few new textures (ligths / metal panels). The lamp up there is a model I made earlier.

     

    The door is still an issue for me, I cant find a suitable texture so I started with some brushwork.... still havent found the solution yet.

     

     

     

    shot0047.jpg

     

     

     

    before it confuses people, this is actually JKA, and not JO. My HUD is the HUD that was created for the Jedi Betrayal, since you play Kyle Katarn. We thought it would be smart to give Kyle his own HUD back from JKO.

    redsaurus likes this
  10. Alright, my attempt failed, since it still grabs the old scroll for some odd reason.

     

    Now i didnt pk3 it, simply because i am not done yet with the project ;) but i created a new tga file with 512 x 2048. Made an alpha channel and printed on there the text. left the layer with normal text up plus put white over it on a new layer. Saved it as 32 bit tga in a new created menu -> video -> tc_english.tga.

     

    Actually I didnt do this with a misc_video, but just used a ref_tag for this, since it does the same. The misc_video even places a model of a camera down, and that didnt work for me, so i decided to do it with a ref_tag. Dropped the lines in my behaved script.

     

    /Generated by BehavEd
    
    
    rem ( "Setting up the crawl" );
    set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "jk0101_sw" );
    camera ( /*@CAMERA_COMMANDS*/ ENABLE );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "introcrawl", ORIGIN)$, < 0.000 0.000 0.000 >, 0 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "introcrawl", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ DISABLE );
    rem ( "Setting Up The Players Skills" );
    
    
    affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
    {
    set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='SaberBlade83']_STYLES*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@[member='Force']_LEVELS*/ "0" );
    set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "prisoner" );
    set ( /*@SET_TYPES*/ "SET_WEAPON", "WP_BLASTER" );
    set ( /*@SET_TYPES*/ "SET_WEAPON", "WP_MELEE" );
    set ( /*@SET_TYPES*/ "SET_ITEM", /*@ITEM_NAMES*/ "INV_ELECTROBINOCULARS" );
    }
    
    
    rem ( "Camera Actions" );
    camera ( /*@CAMERA_COMMANDS*/ ENABLE );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "startcam", ORIGIN)$, 0 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "startcam", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
    wait ( 2000.000 );
    camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam_ledge", ORIGIN)$, 4000 );
    camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "cam_ledge", ANGLES)$, < 0.000 0.000 0.000 >, 4000 );
    wait ( 4500.000 );
    camera ( /*@CAMERA_COMMANDS*/ DISABLE );
    So far it all works, however, it doesnt grab the new tga file to scroll over when I launch the game after compile or test devmap. Is there a way I can point the game to pick my tga, instead of the old one in the assets?
  11. I know from somewhere I could basically make a new textcrawl by basically create one photoshop file and let it go over the screen. I knew there was a tutorial somewhere, but I cant seem to find it. (i dont think this can be changed in strings) ?

     

     
    During my searches, i did find the closing credits in credits.str. With a bit of modding i could rewrite those in a new file and point it to there, am I not mistaken?
     
     

    edit

     

    http://forums.filefront.com/sw-jk3-modding-mapping-editing/355327-star-wars-jedi-academy.html

  12. I have sometimes an issue thats is caused by a moving entity, such as the info_player_spawn. It helps to check that out if its still there. Delete it and replace it. (helps for me)

     

    I am using GTK 1.4, cause I find that one more reliable than 1.5 (plus controls are easier imo)

     

    Also, I dont find easygen a good solution to work terrain with, indeed it brings errors along the road. Ever considered to do handshaped terrain? (Thats how i do it at leas). It does take more time, I must warn you.

     

    About your degenerate plane, I have no clue about this why it pops up? If you copied a lot, it migth happen, but indeed as @@Boothand said if you spam your bobtoolz cleanup tool constantly, it shouldn't happen.

  13. Wouldn't it be easier if you made the alarm trigger with the "use" command? :D

    Its an NPC and its a scripted event. The action use in Behaved doesn't trigger the same effect the use does in game. It simply fires the trigger. without playing an animation.

    Rooxon likes this
  14. Does anybody know what the animation is that is played when you use the "use key" at a console in SP? You stick out your hand to "touch it" yet I cant seem to find it in the animation section in behaved, cause I have no clue what it is named. I need to use it on the npc triggering the alarm ;)

×
×
  • Create New...