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Everything posted by Lazarus
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isnt the entity cap like 2048 or something?
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I need coffee
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Is it an accurate clock? I am curious if time can be set on forhand to servertime?
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cheers
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http://jkhub.org/tutorials/article/121-creating-fake-bump-mapping-in-jka/
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you know that this requires a tga with alpha channel right? Cause the JKA one doesnt work propperly cause the texture i question is a jpg. I get an error with ShaderEd
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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?
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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.
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Very nice! Whenever this is release, i ll be your first download!
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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
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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. 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?
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not much luck. no
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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.
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Outdoor areas are very dark indeed.
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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). I can set a radius on this within the target_speaker?
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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?
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Yep, I used Lassev's tutorials on making NPC's do what I want. Its a good start and if you get arround in Behaved, you see NPC's can do all kinds of stuff! -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
The npc's have their issues too... not the stormies, but thevdock workers. Sometimes they dont trigger make it to the navgoal and the sequence wont start, but thats a debugging problem i guess, better placed waypoints and a few changes in their script. Good point on the fanning out part or the running up part. I ll look into it. -
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.
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. 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. -
Yep, it was the pk3 issue. I put all files in a pk3 file, ran an old savegame from me, and voila, it did work with my own textcrawl. cheers!
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Cheers, looking forward to your new sp tutorials @@redsaurus
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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?
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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