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Lazarus

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Everything posted by Lazarus

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. I think so, if you use Yzmo's tool, then it drops all entities as far as i am concerned.
  6. 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
  7. Thanks, despite me not seeing your images, i d appreciate it if you d look it up for me. And yes, its single player.
  8. 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.
  9. 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/
  10. 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?
  11. 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.
  12. There is a real good start here done years ago on how to work SP maps.
  13. I have been toying with shaders a bit, and mix and match on the surface sprites for my grass, which now looks decent. Its build on a seperate layer on the terrain since i didnt want it to be added to the blending... I now will see if i model either reeds or make use of a sprite texture here as well...
  14. if i duel in JKA, been a while to be honest, I am more foucssed on dueling than on the music. That said, i find that my Juno Reactor discography works well, nice industrial pre-popular trance. But nowadays I listen more to Movie scores, Jazz
  15. Just a quick radiant screen. I started today on the expansion towards the landing area where the map starts. A screenie from Radiant. I launched today for the first time since October last year the map, and started expanding towards the start area of the map (what i have in mind) I actually have an idea how to incorporate a bit of Kyle Katarn / Rosh Penin in it, as a cut scene, but thats music for the future.
  16. I think Sith J Cull did something with animated skyboxes in his Padme's appartment map. He had an animation layer in the skybox in which it looked like there were cars flying in the distance. You may wanna look at that perhaps.
  17. The project is not dead, no worries, but a lot of shit on my mind. I am still here
  18. Technically you can use animated npc's that are cheering, but i am not sure how bad the load will be (with current pc's wayyyyyyyyyy better than for what the original game was intended too) plus you need to consider the entity limit (npc counts as an entity) If you drop 100 npc's in the arena in one small spot, meh.. i recall spawning 25 rancors in the old days that the server would shut down
  19. Still i think you may need to phong shade your hallways to clean out the rough edges, make them a bit more smooth (shade angle 60 or maybe 75 or so). The models look awesome, good work!
  20. Coffee, accepted morgages, and a new life challenge. Oh yea, and an unfinnished SP mod I need to finnish 😉

  21. i am sorry I havent been able to spend some time on this. However, good reasoning. Bought a house in RL, marketprices in the Netherlands are a bitch btw, and its an overheated market, easily 400.000 euro's for a house. However, we got a lucky break after viewing 29 houses and place a bid on 13 of them. As some of you know, I have 2 kids, which already give me trouble finding time to do something with this project. Just to top this off, number 3 will be arriving somewhere half January. Work in RL is a bitch sadly too, punching a lot of overtime, but also with good prospects, since I will be promoted to a management position within the company I work for now coming November. Means litterly that my workload is being reduced. So I may actually find this time some time to start the scripting phase and wrap up designing phase. Also need good tutorials on how to start of modelling
  22. Always welcome. I need to learn myself to spend time in blender / 3d max to get myself models made for it.
  23. I remoddelled some of the side of the map, so i could seal it, but realized I have to play also with the environment, so i decided to see if i could "sculp" out of brushes a cave entrance i d say i dont think a model could do better of this inregular, not symetric, skewed cave entrance. As above picture and below picture also dictate, i covered up the edges of the map with rock, so it looks actually enclosed as well, rather than stopped somewhere lose if you are standing in the map itself, give it a sense of an squared of open area. When i get this part done, i ll probably add another cave somewhere in the map for maybe a sub objective, i dont know yet (its SP after all) I need to figure out a way to see if i can create some highres better images for this, cause i want it more vibrant. Also i need to dive again in some 3d modelling program to see if i can create plant models, trees, etc for the map to start filling it up.
  24. since you re gonna do scripting, may i suggest your extraction is a random positioned prissoner, to make things more interesting (meaning different routes etc) target random to more than 1 spawner. And script accordingly objectives (so prisoner is randomly placed in different cells so different actions or switches have to be triggered.)
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