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Lazarus

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Posts posted by Lazarus

  1. So first things first, i turned the wall into a model and clipped it, not sure if i ll do this as well with the ground, but it will help later on with the vis stages during compile.

     

    Played the last few days with the scripting arround for some kind of a puzzle. It basically involves the dock workers triggering an event which will trigger a checkpoint. Note that in the video the npc's are very weak, their health has to be fixed and that the door and forcefield still have to be placed, which need to be opeen / turned off by the script. Last but not least, an alarm sound will be heard with possible lights. Need to make all that still, but the principle idea is in place.

     

    https://www.youtube.com/watch?v=QaOgmwk9-ws&feature=youtu.be

    Langerd, therfiles, z3filus and 1 other like this
  2. I solved it, but it costed me a few more waypoints and I think I know why:

     

    I have an area portal placed there, which will later be the door. (dont wanna bring my vis into the facility of the huge outdoor in brushes) I think they cannot see beyond the areaportal or the skip shader. I read somewhere in Lassev tutorial NPC's seem to have problems with looking beyond doors, even if they are open. So i did place a few nav points, added waypoints in the func_useble and changed the stormies behavior state (not to a point it would interfear) and it seems to work now. I think it has all to do with the areaportal or the func_usabile (and later func_static, which my door will be.

     

    edit

     

    I removed the extra navpoints again, and moved the waypoints in the func_usable / areaportal, and ran the script without the extra tasks. It works fine now, so I am gonna asume its either the areaportal or the func_usable that was being the problem. Thanks for the suggestions all

  3. Shouldn't your Behavior State be set to BS Cinematic?

     

    I ll try this and will change behavior then when they reavh spawn, but preferly i like them to spot me when they come out the facility.

     

    I've had this problem a ton! I'll set everything correctly but the NPC just won't move. I've tried moving the nav_goal closer (but that shouldn't make a difference, really) and adding chains of nav_goals, and that sometimes fixes the problem. Really eager to hear anyone else's advice! :D

    Glad i am not the only one at least, ill put some extra navgoals in it, and see if this works, but wondering if this isnt an entity killer, you add bassically extra entities to the map :( which maybe are needed later

  4. Okay let me quickly spill it out.

     

    I have a pain_script on my dock workers, once I hit them, they run to a console, press the button, which will trigger an effect (so far, no problem) 

    The trigger_once is linked to a a target_relay, which is linked to 4 npc's which spawn (group of stormies) (so far this works)

     

    They spawn each with a spawnscript.(it's tested with a print on the screen, which appears) they each have in their entities the following

     

     

    key: spawnscript
    value: infiltrate_sp/alarm_stormtrooper_outside
    
     

    which ends up in behaved as this

     

     

    //Generated by BehavEd
     
    rem ( "Stormies that come from inside after alarm" );
    set ( /*@SET_TYPES*/ "SET_BEHAVIOR_STATE", /*@BSTATE_STRINGS*/ "BS_DEFAULT" );
    print ( "!This is a message!" );
    set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "false" );
    set ( /*@SET_TYPES*/ "SET_RUNNING", /*@BOOL_TYPES*/ "true" );
     
    task ( "alarm" )
    {
    set ( /*@SET_TYPES*/ "SET_NAVGOAL", "spawn_alarm" );
    }
     
    do ( "alarm" );
    
    
    The layout is as following

     

     

     

    layout.jpg

     

     

     

    So I guess I made an error somewhere along the road but cant seem to find it. They just refuse to walk to my navigation point where I tossed in the targetname spawn_alarm? Anybody see an issue I missed?

    therfiles likes this
  5. I know, since I have been working on a few new SP maps myself, but the best way is to show people what you have, show in game pictures of your progress, of your modelling work. But you shouldn't be affraid to show us your progress, not telling its there and give us a link. If I may suggest, you put up some screenies, or make a movie of your mod and post it on youtube and link it to the community sites, it gives a lot more insight. I mean, i see on your moddb that you have screenshots there, you can also put them here, and ask for input! ;)

     

    Just a suggestion :)

     

    p.r. also a side note, your movie, your map looks like a map from counter-strike if i am not mistaken, the_office in 1.6 (long time ago) or it has some aspects from it at least. It looks pretty cool ;)

  6. Okay tweaked today on some stuff, including as asked earlier behaviour of the dock workers, but I was more or less busy today on creating a texture needed for the conveyor belt.... I ended up actually using a texture from the base folder which i liked for it, wich was the hydraulic texture from bespin. Applied a scroll to it, and builded the belt itself. Have fun with the movie.

     

     

     

     

    As you noticed, I changed model, and he has no forcepowers. See this as a complete shoot and kill SP. Hence I had to noclip to show the converyor belt. Also as you might have noticed, the npc's are tougher, (non combatants have 100 health which is regular, however stormies go now to 300, thinking even applying them more, depending on how many I am going to put together) I gave them an increased healthpool, to make it more challenging.

    therfiles likes this
  7.  

    Yeah it was sad really.

     

    I'd love to see a real community map get made sometime, but such a thing won't happen without setting some additional groundwork rules from the last time this was tried.

     

    Suggestions:

    • Someone is elected map leader and makes all final decisions, all participants MUST abide by their instructions/directions even if they don't like it.  This will prevent certain design philosophy's from conflicting etc...  This person must have a good activity record of being on JKHUB regularly and generally accepted as a guru on JKA mapping.
    • 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).
    • Determine a pre-order hierarchy of map design principles, that all agree to (at least for the sake of this particular map).  For example is: level layout and no sabers tffa most important, or aesthetics and 'prettiness', are pretty shaders more important then loss of fps, etc...?
    • All participants agree that any work submitted belongs to JKHub and they may not 'take back' or 'repossess' submitted content.  They agree that JKHub and those participating in the contest have the right to do anything they like with the content.  I suggest that all assets/designs/ideas follow an "open source" like licence.  They are of course welcome to use it in their own works if they like.
    • If there are design decisions (eg: scale, color, weapon placement, etc...) refer to Map Leader to make the decision.
    • A backup Map Leader is also elected in the event that life gets too busy/can't take the stress.
    • Other obvious guidelines like gridsize, texture naming conventions, size, theme, etc...

     

     

    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!

  8. 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

  9. 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.

     

     

     

     

    Added a new shader to the metal and played with the environmap of it, together with some other shaders. (was more engrossed towards the tv this evening)

    shot0045.jpg

     

    z3filus, DarthValeria and Merek like this
  10. 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.

    BruceJohnJenner likes this
  11. 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

    Quote

     

    Star Wars
    Republic Intelligence


    Even eight years after the battle of Endor,
    IMPERIAL LOYALISTS are still trying
    to get a foothold in the galaxy, using 
    several planets as their base of operations.

    To counter the attacks of the Imperials, the
    SENATE has created a new organization
    to gather information about the plans of the
    IMPERIAL REMNANTS.

    During these rough times, FORNAN KOTEY, an
    agent for the NEW REPUBLIC INTELLIGENCE,
    is send to the planet of ORD CANFRE, to investigate
    Imperial activity there....

     

    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 --

  12. 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?

  13. I'm not sure what the listening distance is. You can set it to whatever you want, though.  In the Set Type event  set it to "Set Earshot" ( its down in the list under floats). Then, click on re-evaluate to give it a distance in grid units.  

     

    Are you trying to do something similar to Cairn Dock in JO where you have to sneak around or else you get caught?

     

    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. 

  14. 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)

     

     

     

    spawnscript - default script to run once spawned (none by default)
    usescript - default script to run when used (none by default)
    awakescript - default script to run once awoken (none by default)
    angerscript - default script to run once angered (none by default)
    painscript - default script to run when hit (none by default)
    fleescript - default script to run when hit and below 50% health (none by default)
    deathscript - default script to run when killed (none by default

     

    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?

  15. 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?

     

    behaved.png

  16. 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?

  17. 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.

    AngelModder likes this
  18. Uhhm dude Ive been mapping and modding since JKO XD! I learned mapping for JKO/JA from darth G and Lizard King... Half the tuts that were on map-craft I re-wrote when he was putting up the site :o.. So Im not exactly a new hot shot... I was once part of JKG, until SJC pissed me off with his work ethic LOL.

    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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