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Everything posted by Lazarus
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How to change default player model for specific SP map?
Lazarus replied to RobiWanKen0bi's topic in Modding Assistance
Actually, the trigger here is here the wintergear // Generated by DEvaheb v1.0 // Decompiled from file "E:\Externe harde Schijf\Star Wars Jedi Knight Jedi Academy\GameData\base\scripts\base_scripts\hoth3\setup.ibi" affect ( "player", FLUSH ) { set ( "SET_WINTER_GEAR", "true" ); } Now i can be mistaken, but I think the Jaden model comes already with winter gear that is triggered on the variable winter gear. You could actually maybe Frankenstein a model with Kyle and the winter clothing and just swap it to that specific model for that map. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
added another cover to break up the terrain more, now need to transition down so you have to walk around to the NPC there. Image as well with effects (closer up, efx dont show on distance pics) Top view pics to show size of the map. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Okay, played this evening a bit with efx files, and see if i could mod them but EffectsEd is being borky with me i guess, so i gambled a bit with values... result, splash and subtle mist.. however, nto completely happy with it. Fixed a bit further on the side of the area, and adding another layer of area with it. Thinking i ll place a little island in the middle with a rock structure to break up the open lake. -
Anybody by chance has it somewhere laying around? I am more interested in a set of entities there where the ship has crashed, (fx runner and sound files). I used to have all maps completely decompiled and with ents, but sadly cant find them anymore. edit Can someone move this to the "request" forum, i realized i posted this in the wrong forum, yet i cant delete this topic, nor move it.
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As a note on sprites: Preferably, textures itself shouldn't contain the sprites itself, i always prefer to make a separate layer on it (1 tile above the surface) and place my sprite on there, since sprites can be finicky when it comes to use them in combination with different area, thus giving you more control. I use sprite combo's (3 different ones) on creating a dynamic surface of grass, in my case, one brown grass, one green grass and flowers, and in combo, you get something like this. it helps making terrain come alive. As truth on what Ramikad says, bevels and endcaps in combo with sprites dont work (never understood why, but mesh in common is a pain in the editor)
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
The waterfall texture needs some work still, and i cant get the fx-runner there to work, plus with this, i see the top needs some work too of the waterfall and to give you a sheer scope of how big that area is . The idea is that i am gonna remodel a big chunk of that backside, also i am gonna change the lake a bit -
So it's been nagging a bit on my nerves as I cant test maps on my laptop. Radiant runs fine, and I can compile, but i always have to switch over to my desktop if i want to test things. I recently bought an Acer Nitro, and upgraded it to an windows 11. When i follow the installation of Open JK, which i use on my desktop, i bump into the issue with windows C++ distribution of 2015, which won't install, cause i have newer. Appearantly I cant go back, even when I try to reinstall it all. Is this a Windows 11 bug? Or am i doing something wrong? Anybody else has had this issue?
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Sorry, real life got in the way the last few weeks, hope i can continue my work in the coming weeks. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
a quick radiant shot, i am redoing the back part. I wasnt happy with the static outlay i had there, so I decided to switch it up. I am now building a terraced / layered setup there. The idea is that some are connected with tiny waterfalls to make the terrain more appealing and more challenging for fights, working from bottom to top, or something. I already like it more and it gives me more area to work with for the mission. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
I picked up a new laptop (got the old pc just fine) and been tweaking that thing as well to set up mapping, and Christmas and family off course got in the way too, plus I took a trip with the new COD so I havent been working on it that much. To get back on topic. I am tweaking the environment with the big lake, Thats the only part of the map thats nagging me, due to it's large open space. In MP thats fine, but SP, which I am working with, it's bugging me, since it doesnt grip me that much, so I am trying to tweak terrain and making it more appealing, going for a different terrain layout. -
i use alpha blending on the terrain, but i get your drift, i will look into it, but i also wanna see if i can just do it with a shader overlap.
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I am trying to figure out a trick on how to fade out an animated texture, like with alpha layer. I am thinking its solution is close and that i need probably another pass in my shader, but i cant wrap my head arround it since i been in and out of this thing. I am using at the moment the following shader for the waterfall, but the stream that comes out, i want to fade out. textures/sp_terrain/wf1 { qer_editorimage textures/sp_terrain/wf1 qer_trans 0.75 sort banner surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans surfaceparm nomarks surfaceparm water q3map_material water q3map_nolightmap cull none polygonoffset { map textures/sp_terrain/wf3 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity tcMod scroll 0 -0.35 glow } { map textures/sp_terrain/wf2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity tcMod scroll 0 -0.75 } { map textures/sp_terrain/wf1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaGen vertex rgbGen identity tcMod scroll 0 -1 } } which results me in something like this. I am looking for something to fade it more out, like using an alpha layer to make the thing dissapear. Is that possible? Or have someone attempted this before?
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This looks pretty neat. Is it 1 vs npc or is it 1 vs 1 as in multiplayer?
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This looks amazing, (myself, i love making outdoor maps, so always interested in seeing how terrain develops), but can i give some tips? I find the terrain itself rather flat, never is a terrain truly flat, or truly sloped in every position. you may wanna look at that perhaps. I played around in my map with sprites which can create a truly awesome appearance, you could play with that as well, if you want i can share shaders and textures.
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So i launched the radiant editor, and suddenly my editor looks weird. I can see a grid laid out over my brushes, which is super anoying How do i turn this off, i am trying to search through settings but cant find anything Never mind, figured it out, it was a filter in view (show 3d workspace). Not sure why it was on. -- you can close this please --
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Havent touched it in a bit, but played arround with a little environment. Added purple flowers in the equation and it now starts to really shine. (i also had white flowers, but decided to drop them, became a bit overkill) and the money shot On a different note, i did change a mountain layout a bit, due to LOS issues with a model on the other end, upped the mountain a bit so you cant see the model of a ship popping in at a certain point. The mountain hides the item until you move around it, which is then in range in the LOS visual. -
That was a wrong quote, that last question was meant for SephFF
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What i did in mine (i have a cove in which you can technically go to open sea), is put indeed a clip brush there, however, in the water in front, a trigger_push in front of it, in the sea, so if you swim into it, it bobs you back like the current is taken a hold of you. Its not the cleanest solution, but still, i think it works just fine. https://i.imgur.com/nMXDnTL.png btw, whats with the elevator music in your movies
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I just got NRC as well installed, i find vertex modding a lot easier, though height and dragging is a thing you need to get used to by switching to the move tool, i got used to it now, and actually i felt i made a lot of progress. Also the snap to grid option when selecting everything is a live savior, which helps me filling the gaps i get when i used cut tool with drag vertex mode. This dragging tool is a lot more optimized than GTK. I do still try to figure out, so if @mjtis making a public tour, i gladly tag along
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The bigger the map, the more problems you are going to encounter, make it in sections, or better even, split in several maps (if you plan SP), For multiplayer, roaming NPC isn't smart, it will only cause server issues, and everytime a map restart if people kill all NPC's. Blocky isnt necessairy. You can "fake" curves (phong shader, where you smooth the rough edges over like blurring hard lines) This means, you can "45" degree it with a smooth curve in it. A lot of different textures, lights etc will help with the admosphere.
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Wrapped up the outer rock walls, the whole area is now nicely surrounded with rock wall. Starting to combine this with my grass blending (got now 4 different blends, and I really start to feel this area...) may gonna tweak the distance rendering of the sprites, but this really starts to look great. Maybe some occasional color of flowers in it or so.. gonna dig for that in it. I think the dry grass blended in the regular grass really makes it great. It pops, showing alteration that not everywhere the grass is green. And i changed the sun shader as you see, less yellowish, more grayish now, wich makes other colors more vibrant. -
I am bumping into a curious bug, where I set my disance cull in worldspawn to be 14500. For the map brushes it self this works fine, however, i find having models in the map, that the distance viewable of the model is about roughly 7500 units. Now i have a passage in which you can see up to about 9000 units, but the model (a ship) is a critical point to reach, which i want it to be displayed. This causes some problems, since you have to walk up to that 7500 unit point, in order for the model to pop in. Is there a way arround it. Attached screenshots.
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Looking for Kyle Katarn sound files JKO
Lazarus replied to Lazarus's topic in Mod Requests & Suggestions
I did, since i was on holiday, and came back last week. I did see the message while on holiday, but no laptop with me, the beauty of holiday. Thanks!