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Lazarus

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Everything posted by Lazarus

  1. I dont mind spending money on JKO at all, but does anybody have the kyle katarn sounds of JKO (so the whole singleplayer campaign voice acting). I am picking appart dialogue files to see if i can use it to create new dialogue for my mod, but the JKA dialogue with kyle is limited.
  2. Not that I am a reviewer of any type, but you got a lot of potential to fix the mistakes in this map (stretched textures, details, etc). This is a great first step, but I would build on that foundation and see how you can improve it.
  3. I am back from my holiday, and decided to work again on it. I changed editor (from GTK to NetRadiant) (thanks @mjt)and had to get the hang of it, since i am so used to work with GTK for the last 19 years. But i see the pluses now with a little thanks to the discord community i am again on my way in this project. Just a screenshot now. Filled the end area and now working on the winding path towards it. Gonna build an extension to this area (see already in the top view where i go out of the skybox) --edit-- and the update 3 hrs of work later
  4. All patches? or models? You may optimize them by converting them to models, rather than patches. It should boast some performance issues, and patches have the tendancy to bleed light (little sparks of light bleeding through the side of the patches). Looking good btw. The theme is certainly set in this map.
  5. There has been a 10 brushes contest on map-craft back in 2010 or so, was fun, since you had to be creative. (this meant 10 visible brushes, so your skybox didnt count). I can tell you, people started learning modeling like crazy The more fun challenge was the 5 texture in a certain box challenge. You get 5 active textures, and you get a layout in which you gotta work.
  6. You may be able to do this with an overlaying texture/shader at your camera point. Its done in JKA, 3 map when you go into the thermal station to disable the bombs. The camera has an overlay texture i think which is linked to a shader that makes it look like you are watching a live feed on a monitor. If you can modify the shader it spins and swirls certain textures in overlay, you could portrait that. It sounds to me the easiest. You have to trigger this though with a target_activate and a target_deactivate on a brush with a func_static. Requires a bit of scripting, but since you already work with the camera, i doubt it would then above your head.
  7. Personally I'd say out of a mappers oppinion, despite the bare surroundings, Tython looks like a fun challenge for me as a mapper with a love for outdoor terrain. But honestly, why gauging? I think i said this before somewhere but if you heart lies into it, who cares what others think? If you personally want to create all of them, why not? I made maps in the past, none /few would play i deemed a masterpiece, or maps that people simply loved (my clan's swoopbike track was a killer back in 2005), while i thought it was a fun thing to do in between.
  8. True,test your npc always. My mid is a shooter, i like challenges
  9. I agree with Circa on the visual distance part, thats is engine bound, however, you can work around it for a part if you are a mapper (its called a distancecull in the worldspawn) but still there is a limit on that (i sadly bumped into, since i am working on an outdoor map)
  10. _min light is a no go, i ll try to add bounce to the compile and see fi that works... a compile for me at the moment is less than a minute, so i am patient
  11. Is there a way to make a shader light not cast hard shadows I have always struggled with this, cause i find the shadows to hard.... anyway to soften them via a model key or something (cause when i start adding plant models, my map will become more darker). Shadows are okay, but no shadow is 100% dark on a day.
  12. "I will watch your modding career with great interest" .. Then you have to look back at least 20 years as well .
  13. The npc file indeed (ext_data/npc/npcname will help on that part. for example, i modified stormtroopers in my singleplayer mod to make them more of a challenge StormTrooper_Dorvalla { playerModel stormtrooper customSkin officer customRGBA 88 88 88 crouchheight 38 headPitchRangeDown 30 weapon WP_BLASTER rank lt aggression 4 aim 5 evasion 5 intelligence 4 move 4 reactions 4 playerTeam TEAM_ENEMY enemyTeam TEAM_PLAYER class CLASS_SWAMPTROOPER health 300 yawSpeed 70 walkSpeed 55 runSpeed 200 snd st1 sndcombat st1 sndextra st1 dismemberProbArms 10 dismemberProbHands 20 dismemberProbHead 50 dismemberProbLegs 20 dismemberProbWaist 20 } i updated the health to 300 (standard 100) and made their aim more reliable (5, instead of 1/2).
  14. You are looking now at the starting area, not yet dotproduct applied, just the overal textures. As you can see from the glitching, on the left and right, i need to touch up on some stuff, but the main brushwork is done. You are looking into the cove here where the sea is gonna wash up into here. Behind me is the path that leads to the rest of the map and it's puzzles. Further: horizon blending at it's finest @Szico VII, thanks for making it available as tutorial. I did had to play with the shader (ugh the lightmap stage cost me so much issues, but moving it around actually did the trick for me, instead of first pass being the lightmap, making the sand texture to bright, moved it to second stage, so it would blend in with my other textures. From there on the blue hue to actually blend it in the skybox, to early and the sand texture is too light, to late and you blend it into a green, rather than a blue). I do have to look at the water texture again, may gonna switch it with a different one. (see topic on water texture in modding forum) Last but not least another pic of the corridor leading to the main area, this time grassified, playing with different grass blends.
  15. Working on grass blending, that actually works propperly, this way you break up the repetitive terrain texture i am aware off, since i have 3 stages (i may end up adding another one) for grass. In the front on dry terrain, i use more dry / dead grass, while on the green patches i use a blend of dry and greener grass and there is a dense green patch with an occasional dry / dead. (also i need to find me some flowers as well). I am in the progress of learning blender so i can start adding trees and bushes to it as well. My aim is to add at least 9 new trees (3 palm, 3 / 5 jungle, 3 bushes) to the map to break up terrain even more. I have added last week a big chunk of map actually and now workign on the landing area / start of map. Also (not visible here) i have added near the end objective also a big chunk of terrain, and began slowly shaping the paths (yes multiple ways) towards the end objectives.
  16. i believe GTK does it too, when you compile, you may see it in one of the lines, that it cant load that texture. During applying it doesnt tell you jack tho.
  17. I am gonna play with it. I play via openJK, so it might aswell be for the message. This is just the end cutscene before level switch, so that over engineer part is not needed. Its a piece of dialogue that will be set in whenever you still have the thermal detinator. (but i may need to call on it again in a level further) So this would help yes.
  18. I think so, if you use Yzmo's tool, then it drops all entities as far as i am concerned.
  19. I have been thinking it through, i may have a sub objective then on using the item, so i technically cant toss it or lob it to an enemy. not using the item then is easier to handle, by pushing it into a variable and then checking in the next level if you havent used it. if not you still have the item, and you can then use it somewhere else. I am just curious how to check for it now. and if ammo is available... there should be a way to check it, imho
  20. Thanks, despite me not seeing your images, i d appreciate it if you d look it up for me. And yes, its single player.
  21. I am trying to set up a cutscene that actually has alternative dialogue if i have used my only bomb for something, yes or no. My first thought was that the item can only be used by blowing something up (which works) and then doing it via variables, which i can set in a cutscene or so, however, I was thinking of making the item a thermal detinator, which you should also be able to lob to an enemy. I been scrolling through behaved and I dont see really an option to check for ammunition. The closest thing i can get in an if statement if a weapon is set, but i have no clue how to check if the item excists or there is ammuntion for it.
  22. It could also be a be a shader btw that messes with the compiler. Are your shaders the same as his when compiling? How many lines does the shader file have? https://www.urbanterror.info/forums/topic/25916-solved-requested-feature-was-omitted-at-compile-time/
  23. textures/sp_terrain/ter_waterfull { qer_editorimage textures/sp_terrain/ter_waterfull qer_trans 0.75 sort banner surfaceparm water surfaceparm nonsolid surfaceparm nomarks surfaceparm trans q3map_material water q3map_tessSize 1024 deformvertexes normal 0.1 0.1 deformvertexes wave 64 sin 0 0.5 0.2 1 { map textures/sp_terrain/ter_water1 blendFunc GL_SRC_ALPHA GL_ONE rgbGen identity alphaGen vertex tcMod scroll 0.01 0.025 } { map textures/sp_terrain/thesky_env1 tcGen environment blendFunc GL_DST_COLOR GL_ZERO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/sp_terrain/thesky_env2 tcGen environment rgbGen const ( 1.00 0.95 0.79 ) blendFunc GL_ONE GL_ONE glow } } So i been playing with my water shader and adding environment maps to it to create a nice reflection in my water. Up noted my shader for my water (weird indentation btw). This looks more like what i am seeking for, the glow actually works great on giving the illusion of bouncing light. However (and i did remove the glow stage for the next screenshot, since i first though that was the issue) is that when i move further, my image get distorted and a black area appears (probably because the texture ended, the sun is more on the right side of my environment texture) i am not sure how to force my image on that spot so you ll never see the black area cause when you look from oposite the sun, it now looks very (mr) wonk(o)y. Anybody an idea?
  24. I have not looked at the water really yet, I still need to add an env map to it from the sky to it, and maybe a bit more transpararent.. you dont have a movie from it, but it bobs gently.
  25. There is a real good start here done years ago on how to work SP maps.
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