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Everything posted by Lazarus
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Beginner Q&A: Creating a Single Player Level
Lazarus replied to The Commander's topic in Modding Assistance
There is a real good start here done years ago on how to work SP maps. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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... -
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
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
Not sure.. but here is a screenshot
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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.
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
The project is not dead, no worries, but a lot of shit on my mind. I am still here -
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
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Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
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! -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Always welcome. I need to learn myself to spend time in blender / 3d max to get myself models made for it. -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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. -
Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
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.) -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Okay, I been tweaking this thing for the last month, and started with repairing the entities, which were half broken all of the sudden, thus i removed all of non essential entities for now and do the lay out first before i am going to add the scripts and entities. Also revised a part of the map where the end fight will be and started laying that out. Also decided i needed to make an entree point so i started working on that area too, but due to the fact i have been busy with work, hospital visits and i need to be administered soon for a kidney stone that has to be removed and also other interests, things go slow. I started also to play with the shaders a bit, especially the sprites i wanna work with, so that patches of grass will be filled in with sprites, etc. -
Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
I would be interested in such thing as well. I cant find any good tutorials on making roff files. Would also be an asset to JKHUB in common -
Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
So wait, is this a single player thing? Or is it MP? (nvr mind, you awnsered it up there) And i would pan the camera a bit, moving it arround the target... I did something simular with a tie fighter scene flying over. You can move the camera focussed on one point. Also, you can smooth those rotations even more.. you rotate it 2 times (first 90 and then another 90, pull those together for a longer smooth turn... -
Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
Triggeable light entities for him is another trick. He could use the light connecting to a null to create spot light idea from his ceiling light. I agree that switchable is tricky, because shadered lights are only processed within build phase and not on the fly in game. This is why dynamic lightning is a pain. -
Error: SV_SetBrushModel: NULL on entity 29/28
Lazarus replied to Lazarus's topic in Modding Assistance
I used a small nodraw indeed (its a fly over object) and it does the trick indeed fine, it solved my issue -
Error: SV_SetBrushModel: NULL on entity 29/28
Lazarus replied to Lazarus's topic in Modding Assistance
I ll check it out. It has always worked anyway, until yesterday, havent touched it really, elsei ll try to remake it. -
So I have been working today on my map and i am trying to figure out where the error in the title comes from, since i cant fire up the map anymore. I just added brushes. I went through the whole map, removed all func_groups again from the list and it left me with just about 40 entities. Still same error. Copied the map over to a different map, renamed, recompiled, same. The compile stage gives no error, so i am a bit stumped. So took a bit up on the idea that it could be also something outside of an entity. so i made a copy of my map, removed all entities out of the file, palced a new spawnpoint and i could load it back in. So its somehwere in this mess, but not sure where. According to Ensiform, the numbering doesnt say everything. 29 was a waypoint in earlier file and in new file its something else where it jeps on 28, its something else. // entity 1 { "deathscript" "sp/sp1_cove/npc_NebbZa/deathscript" "classname" "NPC_Rodian" "origin" "384 364 -256" "npc_targetname" "NPC_NebbZa" "spawnscript" "sp/sp1_cove/npc_NebbZa/spawnscript" "spawnflags" "33" "angle" "345" } // entity 2 { "classname" "waypoint_navgoal" "origin" "2936 1608 -272" "target" "t2" "navgoal" "howler1_point1" } // entity 3 { "classname" "waypoint_navgoal" "origin" "1792 2304 -280" "navgoal" "howler1_point2" } // entity 4 { "classname" "waypoint" "origin" "2944 1616 -272" "target" "t3" } // entity 5 { "origin" "1800 2296 -280" "classname" "waypoint" "targetname" "t5" } // entity 6 { "targetname" "t10" "classname" "target_scriptrunner" "origin" "688 252 -152" "Usescript" "sp/sp1_cove/npc_NebbZa/cutscene" "delay" "0.2" } // entity 7 { "targetname" "cutscene_camRodian1" "target" "t7" "origin" "696 196 -128" "classname" "ref_tag" } // entity 8 { "targetname" "t7" "origin" "512 316 -176" "classname" "info_null" } // entity 9 { "classname" "ref_tag" "origin" "528 444 -200" "target" "t8" "targetname" "cutscene_camRodian2" } // entity 10 { "classname" "info_null" "origin" "480 388 -224" "targetname" "t8" } // entity 11 { "angle" "180" "targetname" "fakeplayer_position_1" "origin" "464 340 -256" "classname" "waypoint_navgoal" "script_targetname" "fakeplayer_position_1" } // entity 12 { "targetname" "t9" "origin" "472 324 -256" "classname" "waypoint" } // entity 13 { "target" "t9" "classname" "waypoint" "origin" "768 228 -280" } // entity 14 { "targetname" "t10" "classname" "NPC_Player" "origin" "784 228 -264" "npc_targetname" "fakeplayerNebbZa" "spawnflags" "48" "angle" "180" } // entity 15 { "targetname" "t6" "target" "t10" "origin" "688 252 -208" "classname" "target_relay" } // entity 16 { "targetname" "cutscene_camRodian3" "target" "t12" "origin" "448 276 -208" "classname" "ref_tag" } // entity 17 { "targetname" "t12" "origin" "440 316 -224" "classname" "info_null" } // entity 18 { "target" "t5" "targetname" "t4" "origin" "2496 2600 -280" "classname" "waypoint" } // entity 19 { "target" "t4" "targetname" "t3" "classname" "waypoint" "origin" "2984 2264 -264" } // entity 20 { "spawnscript" "sp/sp1_cove/howler1/spawnscript" "origin" "2968 1624 -272" "classname" "NPC_Monster_Howler" "spawnflags" "16" } // entity 21 { "targetname" "tiefighter_cam" "origin" "3904 240 -144" "classname" "ref_tag" } // entity 22 { "targetname" "tie_end" "origin" "2688 4144 1344" "classname" "ref_tag" } // entity 23 { "classname" "target_scriptrunner" "origin" "4752 240 -264" "Usescript" "sp/sp1_cove/player/spawnscript" "targetname" "t1" } // entity 24 { "target" "t1" "targetname" "spawnrelay" "origin" "4712 240 -312" "classname" "target_relay" } // entity 25 { "spawnflags" "2" "target" "spawnrelay" "angle" "135" "classname" "info_player_start" "origin" "4624 240 -320" } // entity 26 { "targetname" "tie_start" "origin" "-1592 -3824 1344" "classname" "ref_tag" } // entity 27 { "angle" "180" "spawnflags" "2" "origin" "3912 240 -320" "classname" "waypoint_navgoal" "targetname" "fakeplayertie_position_1" } // entity 28 { "classname" "target_relay" "origin" "4536 248 -296" "target" "t14" "targetname" "t13" } // entity 29 { "classname" "target_scriptrunner" "origin" "4536 224 -296" "targetname" "t14" "Usescript" "sp/sp1_cove/events/tiecutscene" "delay" "0.1" } // entity 30 { "classname" "ref_tag" "origin" "3656 240 -160" "target" "t17" "targetname" "tiecut_start" } // entity 31 { "targetname" "tiecut_2" "origin" "3864 160 -288" "classname" "ref_tag" "target" "t18" } // entity 32 { "classname" "info_null" "origin" "3880 192 -288" "targetname" "t18" } // entity 33 { "npc_targetname" "fakeplayertie" "spawnflags" "48" "targetname" "t14" "angle" "180" "origin" "4128 240 -304" "classname" "NPC_Player" } // entity 34 { "targetname" "t17" "origin" "3808 240 -240" "classname" "info_null" } // entity 35 { "classname" "ref_tag" "origin" "3840 240 -296" "targetname" "tiecut_3" "target" "t19" } // entity 36 { "classname" "info_null" "origin" "3864 240 -296" "targetname" "t19" } // entity 37 { "light" "1000" "origin" "336 264 -200" "classname" "light" } // entity 38 { "classname" "misc_model_static" "origin" "368 484 -220" "model" "models/map_objects/ships/z_95.md3" "angle" "255" } // entity 39 { "fxFile" "volumetric/smoke.efx" "target" "t20" "origin" "544 600 -208" "classname" "fx_runner" } // entity 40 { "targetname" "t20" "origin" "544 600 -184" "classname" "info_null" } // entity 41 { "targetname" "trigger_cutscene" "target" "t6" "wait" "1" "spawnflags" "1" "classname" "trigger_once" // brush 0 { ( 752 252 -328 ) ( 688 252 -328 ) ( 688 188 -328 ) system/trigger -128 240 0 0.250000 0.250000 134217728 15 0 ( 680 276 -8 ) ( 680 340 -8 ) ( 744 340 -8 ) system/trigger -128 240 0 0.250000 0.250000 134217728 15 0 ( 688 148 -40 ) ( 752 148 -40 ) ( 752 148 -48 ) system/trigger -128 0 0 0.250000 0.250000 134217728 15 0 ( 744 268 -152 ) ( 744 332 -152 ) ( 744 332 -160 ) system/trigger -240 0 0 0.250000 0.250000 134217728 15 0 ( 744 636 -32 ) ( 680 636 -32 ) ( 680 636 -40 ) system/trigger -128 0 0 0.250000 0.250000 134217728 15 0 ( 256 324 -32 ) ( 256 260 -32 ) ( 256 260 -40 ) system/trigger -240 0 0 0.250000 0.250000 134217728 15 0 } } // entity 42 { "spawnflags" "1" "target" "t13" "classname" "trigger_once" // brush 0 { ( 4352 376 768 ) ( 4352 -296 768 ) ( 4352 -296 760 ) system/trigger -224 0 0 0.250000 0.250000 134217728 15 0 ( 4352 2752 1176 ) ( 4352 2752 -416 ) ( 4416 2752 -416 ) system/trigger -96 0 0 0.250000 0.250000 134217728 15 0 ( 4408 1608 8 ) ( 4408 2280 8 ) ( 4408 2280 0 ) system/trigger -224 0 0 0.250000 0.250000 134217728 15 0 ( 4344 -1408 -416 ) ( 4344 -1408 1176 ) ( 4408 -1408 1176 ) system/trigger -96 0 0 0.250000 0.250000 134217728 15 0 ( 4352 -1984 1176 ) ( 4352 2752 1176 ) ( 4416 2752 1176 ) system/trigger -96 224 0 0.250000 0.250000 134217728 15 0 ( 4352 2752 -416 ) ( 4352 -1984 -416 ) ( 4416 -1984 -416 ) system/trigger -96 224 0 0.250000 0.250000 134217728 15 0 } } // entity 43 { "script_targetname" "tiefighter" "modelAngles" "0 65 0" "model2" "models/map_objects/ships/tie_fighter.md3" "classname" "func_static" "targetname" "tiefighter" // brush 0 { ( -1592 -3640 688 ) ( -1608 -3640 688 ) ( -1608 -4000 688 ) system/origin 0 0 0 0.250000 0.250000 0 14 0 ( -1600 -4000 704 ) ( -1600 -3640 704 ) ( -1584 -3640 704 ) system/origin 0 0 0 0.250000 0.250000 0 14 0 ( -1600 -3832 704 ) ( -1584 -3832 704 ) ( -1584 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1584 -4176 704 ) ( -1584 -3816 704 ) ( -1584 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1584 -3816 704 ) ( -1600 -3816 704 ) ( -1600 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1600 -3472 704 ) ( -1600 -3832 704 ) ( -1600 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 } } // entity 44 { "classname" "waypoint" "origin" "3936 248 -304" "spawnflags" "2" "targetname" "t16" } // entity 45 { "spawnflags" "2" "target" "t16" "classname" "waypoint" "origin" "4128 248 -296" }
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what texture is on it in your map?
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Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
Its my only custom pk3's at the moment i got (my own). I do agree that singleplayer is not very unique and i will change it on release. And yes about the params, its true, cause nonplanar and shadeangle are not supported, i use it for preview and testing actually ( and not for production) cause it will give me an error at a line if i got something wrong. That said, i am glad we pointed you in the right direction ? keep it up -
Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
Okay you ever worked with shaders? Its an extra file you place in your shaders folder. Its a textfile that will spice up your textures. Some emit lights, others make things smooth, a 3rd one is an animation, etc. So you create a simple textfile and save it as a *.shader. You add that to the shaderlist.txt your own file (mine is called singleplayer.shader) You are now set up. Now you can start writing the shader. A shader has several stages, each in which you can add certain kind of stuff. On the left screen you see for example the panel. The panel has indeed the blend on it and a material for sound effect (you hear when stepping on it the metal sound) it contains a lightmap stage, a blending stage and another blending stage in which i add an environment map, so you have the illusion of a reflection. If you cant write it, there is a tool that can help you, it's called Shadered2. It came with my 1.4 GTK Radiant installation (i actually work now in the 1.6, but i refuse to throw it out... you know, nostalgia... i do this for almost 20 years ? ) Anyway, this tool will help you (see below) with a preview and a bunch of options how you want to set it up. -
Work in progress: New Republic Prison Ship from The Mandalorian
Lazarus replied to OCD2's topic in WIPs, Teasers & Releases
If you use a phong shader on that metal of yours, your edges wont be that sharp, make it look better. Something like q3map_shadeangle 120 q3map_material SolidMetal q3map_nonplanar You can play with the shadeangle actually, the lesser the value, the less rounded it looks, 90 would be ok ? i use this a lot for terrain smoothing, but you can use it also for smoothing hard edges in say your column way -
Angel, that reflective floor tile looks amazing. I may need to steal that idea from you. Is it an env map and the reflect shader with a portal surface?