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Everything posted by Lazarus
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God and I was trying to figure out if I had to implement a "Set_enemy" to a animal somewhere I would spawn on the other side of the map as an emergency! BEHAVED should have something like easy search, instead of this enormous dropdown where you read over everything. Works like a charm!
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I agree with the : "make the content in this map open source." If you really want help the community in any way, open source is the way to go, add the map file in it, maybe an explination file explain shaders, and such. As you suggested, agreed work becomes open source, instead of belong to JKhub. When it's open source, it technically belongs to no one and everybody is allowed to twist and warp it as they please. However, with the suggestion of No one is to map without a blue print of the map design being completed first - that all agree upon. Map Leader will then assign portions of the map to those participating (volunteering to be assigned is good).Somewhere hits me. You technically say you have to wait untill we all agree on something. You know how much arguing this will cause? I'd like the pass-me-arround way better so everybody can do their share, however since this is being shot down above me, I just randomly guess this is not gonna work. I'd be intrested to help, but I do it all in my own time, and I kinda hate if this is project based working with deadlines. I work enough in my line of field with deadlines, and prefer not to take them with me outside of the job!
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I started working on a little docking area in my map where later on a scripted crate will be placed. To populate it, i decided to drop some npc's there that are working. Its a Rodian and a Weequay. Since they are in game scripted as enemy, i had to overwrite their behaviour and because I dont want them to respond to me, not hang an anger script to it. Since they dont have weapons they cant attack me, and should be on their bussiness. However, now suddenly they raise their hands all of the sudden if they wanna surrender, wait and then wander again over the platform. Here is my script. //Generated by BehavEd rem ( "spawnscript for aimless wandering workers" ); set ( /*@SET_TYPES*/ "SET_PAINSCRIPT", "infiltrate_sp/workers_pain" ); set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_WANDER" ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); Also the painscript itself doesnt work, but thats a problem for later I guess, Right now, I dont want the rodian and weequay to see me, nor the stormtroopers as a threat, so they keep on moving arround. https://www.youtube.com/watch?v=PXaKDOoPeK8&feature=youtu.be
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
nope, its brushwork, its a technique called quad and tri-souping combined with dot2product shaders. It allows blending of textures together with the alpha channel. @@IrocJeff The smoothness is caused by something called Phong Shading. You add to a shader you want to smooth out the following lines. q3map_nonplanar q3map_shadeangle 120 The nonplanar bassically helps the compiler to understand that the triangles that are being made by the brush can be merged together with those that are not on the same plane. What happens is, that the hard edges are being merged and further being smoothed out thanks to a shade angle, which difusses the light,.. the higher the shadeangle value, the more smoothed it will be, but it also can cause unrealistic appearances, i always play with it between the values 90 and 125 at max, else its getting all weird. This causes it in the end to look like what you think is patch work, but are just rough brushes. Further more, i changed the metal shader i wrote for it, and added an environmap to it as well, so it looks a bit more like polished metal at the moment. I ll hop tomorrow on the texture creating part and see if i can come up with a new console for the elevator. -
If you recompile with the light stage, your map will be ... unlit. So it's black as @@Ramikad states. You wont see a thing, unless your lightsaber touches litterly something you wanna see, and your view will be horrible to say the least. Either set up lights (in my map, I just set up a skybox for now with a shadersun, since I am doing I am doing a big part outdoor. Also the _minlight in your worldspawn would help, but I must warn you it will look bad too, cause every brush you placed will emit the value of light you set up. Better place than a few light entities in your map to view that, since it will cast a more realistic dynamical light if you are seeking for shadows.
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus posted a topic in WIPs, Teasers & Releases
So as one of my projects, i started on a single player mod called: Republic Intelligence: Detection // Latest update: 15th of September 2024 Background: Thanks to the posted tutorials about making an SP mod, I got insight in a lot of things. Now since I been out of the mapping scene for quite some time, and recently (read. last week) installed GTK again, I went through some of my old projects and found one I was willing to revive. However, since my knowledge expanded greatly since I started that project, I just simply decided to redo all of it, including all brushwork and shaderwork. Also the story and the objectives will be different than my original concept. So I launched, read up on some script tutorials, and decided, that instead of the objectives first, I wanted to do the exterior part leading up to the entrance of the facility I am going to create. Textcrawl Storyline As you read up in the textcrawl, you re in the model of Fornan Kotey, a human agent for the NRI. Your task is to find out what happened on the surface of RAGITH III as your first mission. This mission is spread out of two maps. Size wise, it wont be that long, but i want to split certain elements, so hence the idea of two maps. What will be in it? I am trying to make a lot of new things for this. So far I can tel you: New textures New shaders New models Voice acting Cutscenes When will it be finnished? Thats a question i cant awnser, The first draft of this mod was back in 2012, It went through several itterations (and starts and tries in Radiant) before I settled on this idea and mark up. I actively started with this version in november 2017, and we are now in 2018 with only a slight part done. Map 1: Cove (currently in progress, being remodelled) per 2023 Map 2: Imperial base (in concept) per 2023 Concept Art and W.I.P -- see further in this topic -- -
What kind of bsp compile proces did you use? Also, did you place manually light entities? or is it because of the compile proces? You do better for a first try than I did about 10 years ago
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i still have trouble finding out when the lostenemyscript becomes active. I tried hiding my character in the map, however, it still stayed in offense stance, even if i no-clipped out of the map, it kept following me with his head and never returned to its behavior i stated in the lostenemyscript. Is this not working in JKA?
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I actually set it now to 512 units and it seems to work fine through listening. I just need to get him now to not spot me while i am standing behind crates .. or when he loses eye sight of me to return to normal duty . Thanks for the suggestions, @@Asgarath83,I ll try it with SET_VISRANGE.
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I am looking into npc scripting, and got one placed, however, I am not sure how to correct its behavior. Using what I can find from Lassev's NPC routing, and what Arth posted on map-forge about the available npc entitiy, I am able to get far, see links below http://www.student.oulu.fi/~lvaarisk/tutorials/navgoaler.htm http://map-forge.net/wiki/doku.php?id=tutorials:npcwaves_data:npcwaves But I am wondering what the listening distance is from an NPC, and is this available to set. As in listening I mean detecting, if this is in view. I checked Behaved, and there is indeed something that is called field of view (the Hfov and Vfov -> horizontal and vertical) As i dont want it to seek me when I am up, i asume i can set it to 64 units, so it uses 64 units i guess to look up and down away from him, but since i want my character to sneak, i have probably an issue with the horizontal check. What would be recommended, cause as it is filled in blank, it sees me from approx 700 grid units (i placed my avatar on a ledge and i have a stormy patrolling that ledge) Also, as my next question, is there something called an out of combat script i can start, so if i am to far away from the stormtrooper, it should return to it's old duties? (answered it: its called lostenemyscript) There are some things i can trigger, but not the "range" thing. Does anybody know a solution for, cause I am not sure if i can set this in an if block within the script. -edit- Okay in behaved, i see something called lostenemyscript, but when does that kick in, in how far units?
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I know what you mean there, but i didnt know how behaved would respond to it. I thought first to make it as multiple if's, but then i would mess up the checks, cause it would automaticly kick of the else statement. But in this case i try to make it check for another value. Anyway, i tried to make a schematic like this. variable x = z if(x === y) {shut down power} else { if (x === z) {shut down power} else {wave of stormies} } So i only have to use one time the else, right, if i read it correct, cause the else after the second if would be the regular else statement if all fails? This would be in normal programming syntax, just dont wanna mess it up, and stare for ages at a script btw, i see if i do an if, i can only use one parameter to check, is it possible to do an and and make it check for multiple parameters? Or do i have to do if in if's? Anyway, i made a picture of what I think is the right procedure, can somebody verify?
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I am looking at Behaved since a long time (hell, i opened GTK Radiant last night for the first time in close to 2 years) and I am wondering what the limitations of Behaved are. Myself, I am a frontend-developer by proffession and know my way in scripting languages as JavaScript and PHP. So Behaved shouldnt be that much of a challenge, but looking at it and having in my mind a few ideas, I am wondering where the limit is. For instance, the idea in my mind is that my puzzle has to be done over 5 switches I want to activate in a certain order, but the idea is that the sequence can randomize between 2 different combinations. All other combinations should trigger a bad responds in game (such as a wave of stormies), however, if combination 1 is active, it should do the right thing, whie combination should also trigger the bad responds, and vice versa if combination 2 is the right one, depending on a generated number in the spawn script as a global. In PHP, which i work the most with, we can either define a case or an else if, but Behaved doesnt have such a thing. Is it possible to just add if statements, and later on add an else? Or do i have to add specificly an else after the first if?
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We talked it out in private message, Circa. No harm done.
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I dont damage you in any way, I just state what is in my view over this. If you rewrote them and put them on your site, good and fine with me. Perfect even, to keep the knowledge in tact. Cheers even to that! Thumbs-up even! I ll drop the issue, it just caught me when I was scrolling through the thread (recognized your name, hence i checked it) this morning early and seeing now its a statement made more than a 1,5 year ago, I kinda feel like a retard digging up an old issue. Anyway, moving on, I see you made some great improvements. I remember you having issues with the hull because of the size. How is the FPS in the map now? Your WIPS look amazing.
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I do remember you on teamspeak with Lizard and Keith. But let us get one thing straight, You contributed well on the site, but you didnt rewrite half of the tutorials, cause thats what Keith did (i refer DarthG to keith since I know him like that). You may have done some, but most came from map-center and Shadriss's website which G rewrote with Lk. So dont take credit on something you didnt do. Just state you contributed snd help expand the knowledge base, but dont say you rewrote half of the tuts, cause you simply didnt. Sorry for the late responds, and yes you had back in 05 the idea of the titanic, since i saw a very early draft. Glad you pushed the idea through and made it anyway. Like the WIP pictures
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Jeff, since i see tor characters appear, any chance on rycus kilran in the pipeline? (Esseles / black talon fp) although i dont play tor anymore he is my fav (my imp agent looks like him even)
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*MOD* JK 4: Rise of the Shadow (Suggestion)
Lazarus replied to dark_apprentice's topic in Mod Requests & Suggestions
@zeƒilus this sounds a lot like what we used to do on map-craft.com. We released some maps as we did the pass-me-arround map (an example here http://jediknight3.filefront.com/file/;105657 (( had good fun with shadering and texturing in this)) ) Why not do something like this as well for an SP mod map. Everybody can fill in their creativity in a map. Set a theme and let it go arround. -
*MOD* JK 4: Rise of the Shadow (Suggestion)
Lazarus replied to dark_apprentice's topic in Mod Requests & Suggestions
I dont think we officially closed down. I mean, In got a very busy RL (own company, having a kid pop out my lady in a few months) and honestly, since I graduated from university, I havent been able to write or make shaders / textures or done any moddeling. Like Jason, I check project from time to time. Intrested in Progress. To bring that up, I have to dig up my files, but I could release all my Imperial themed textures I once created for a Project I called Imperial Oupost (turned it later in a SP project called Republic Commando, a SP map where you had to carefully disable alarms and sneak in a facility to destroy an Imperial Virus. By killing an imp whilecakarms were active, lots of heavy stormies would spawn with life over 600.. happy shooting) http://m.youtube.com/watch?v=_pQYh5tmcdg Some of the textures are on my youtube channel movies. Let me know and ill zip the files. -
Wow, Angel, are you still working on that titanic project. That was like 2006 stuff back on map-craft?
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I havent been in a position yet to make an own efx file and try using it in SP. Did you try it in MP and did it work? Maybe thats the first step you need to try. Also make sure your path is right. I used for instance in the entity window to "impbase/hugeexplosion" with a key fxFile. However, I know also that it tends to bug there as well and you have to add the effects folder to it as well, so it would be "effects/impbase/hugeexplosion" in my case. First i suggest, create a itty bitty tiny map in mp and test your custom fx there. If it does, test it in SP and if it doesn't maybe the effect needs to be modded or so. Not sure. But as far as I know, all effects SHOULD work for SP as in MP
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No idea somebody could have sunken that low? And to awnser your question. Yes you can make efx's for SP. Although some require a different approach as I figured it out ( ) --> difference between mp and sp efx and not working... You can pull out an efx out of the assets and put it in a custom folder, and it will work. (i did that for the explosion, so instead to link it to the original position, you grab the efx out of the assets and create an own folder. For me i refer the explosion fom top in the entity window to "impbase/hugeexplosion" with a key fxFile) Hope this helps you out too
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Many clans have their own subsection, so its kinda a tough idea to work arround. Let me explain the lore quickly of my clan (DtR) ... one sithlord controls a group of sith and mercs / agents ... this is a section within the sith empire. Meaning its an own banner, and again a place where you dont communicate outside, cause you want to keep your plans to take over the galaxy hidden from the rest. SWTOR did have something like this, united in Codex Ulgo (The RP community of the now deleted server Trask Ulgo) .... for example here: http://www.codexulgo.org/ (the continued it, because all people from Trask are moved to a different server) For instance, my profile (http://www.codexulgo.org/profile/view/Laz'rus) <-- (if you click link, it refers to a dead page, add 'rus behind it. for some odd reason, it wont grab everything after the appostrophe is used) is build to gather inside information on the character and stuff Is that what you mean?
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Adding these model screenshots to the Wiki
Lazarus replied to Szico VII's topic in Jedi Knight General Discussions
I have somewhere the old copy of map-craft (the first version, without the php models from nuke) somewhere stored on a cd here somewhere. If you are lucky, i got the screenshots from all models and FX_runners from the base game of Jedi Academy. I ll dig arround -
TJA.. sorry, I never joined them (might have posted on their forum for a match back in the days, but we have to go back when i was ambassador of my clan). I still am in, some odd way in DtR (Dark Tide Rising), though we dont support JKA for now at the moment. (I was planning on relaunching it, pure to run a server for JK Galaxies) .. I am actually in the proces of redoing the website as we speak, since the old one was lame. Check it out (sorry, I am now building the forums, so posting is at this point not enabled) www.darktiderising.net And yes, Ther, I am good thanks. I am gonna put some work in the Jedi Betrayal mod as well once again, I restarted mapping as well for Juman, however what the map will be, no idea Just in the proces of building the models I need for my own mod and those I can share with Jedi Betrayal.