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Lazarus

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Everything posted by Lazarus

  1. More work in progress, the S bend is completely laying out, started on the inner mountain that separates the upper from the lower side (it makes sense if you have a height map, safe to say in the S bend, the right side is the upper side, the left side which i am connecting now is the low side). Mind you, this is a long run, so mountains will be clipped. No vehicle here (maybe as a reward for a sub objective, not yet sure, tricky with the depth of the water and a swoop)
  2. I got occasionally the following error when i run bobtoolz - brush cleanup, to get my bad triangles sorted ERROR:: Build Brush Points: Point IN brush!!! Where the invalid planes are shown in the editor (and replaced automaticly) this error wont point to a brush, which is EXTREMELY annoying. Since radiant doesnt show me what brush it happens on, i am always forced to delete a part of my map to see if that brush is in there, if so, i ll dig further to see where it is in that section and occasionally i just find a brush that looks perfectly normal, but appearantly for the editor isnt. I tried to see if i could find it if i read the map as a text file, but sadly, had no luck. Already dropped it in the JK discord section but those who are not there, should get also in on the fun.
  3. more wip, the bend is further shaped, placed part of a mountain there to work arround it, fixed the ledge.
  4. Since i am working on a terrain map, i have a fairly large open area, which at the bend fails to load, while i can look into the area, half of the brushes slowly load when you get closer, which is anoying. Is there a way to set distance on appearance of loading brushes? Is this a game limitation or is this settable in worldspawn? Else i may need to play with the area to see if i can create a different route for the player to enter the area in, which i can portal//hint nicely
  5. May i suggest you add some more light sources? (floor lights or something more sinister, see szico's tutorial on creating light sources below the ground with grate effect) The hallway is kinda dark and it's hard to spot details this way, with some spooky lighting this way you can create a very sinister effect without plastering your walls full with decals https://jkhub.org/topic/10094-shadowing-effects-and-alpha-shadowing/
  6. While being today a day off, decided to do some terrain shaping, first part of the ring and loop arround is being constructed.
  7. yes you can use the connecting brushes for that idea, i am using that actually a lot in my design, especially when i am working with rock wal formations. Use your vertexes to connect point a to point b and shape will stay, in case of 45 degrees angles, pretty much the same. Sometimes you have to improvise, but i am sure you can do that
  8. Oof, did i not touch this for over a year again? Well, since a lot has happened in my life, this is not on my prio list. hehehe. However, being a dad of 2 now (my gf gave birth last year october to my daughter - had already a son who will turn this october 3) its hard to find time to do something with mapping. Anyway, I found all of the sudden again inspiration earlier this evening, and been looking through the map again. I might pick this up again and work on it. Something i wanna finnish now. So yea, i am back
  9. i started on the indoor warehouse (map 2) of this mod, i left the outdoor for what it was and are working on the general layout now. No screenies, since i just started, and put this mod to rest for the last 4 months, to prepare myself mentally for the second kid. just 3,5 more weeks (max 5,5) till a new sithspawn arrives
  10. This bugs me for a while already, and i am not sure if this is radiant issue or not, but everytime i place a "pipe" texture on a cylinder, i never know how to propperly make it fit and look good. I know about the natural fit, and the cap fit and all those options, but for some odd reason, it never looks good (at least in radiant, and i never test it then in game. I always have a 'hard' line in the pipe texture, and i have a feeling is because it wont wrap correctly in radiant. you originally apply it, then rotate it for 90 degrees (since this is how normally you do it) but it wont fit then correctly. I added a screendump. Anyway to resolve this? Or do i just simply not apply it correctly.
  11. Looks like mensixx Ever played Star Wars Galaxies?
  12. Can you elaborate on this one. If i am looking at Behabed, i know i can assign "tasks" and let it be executed, however, there is no way in Behaved to assigned a randomized task or add a random number what so ever. There is no option "pick a random number between 1-4" if i would label my tasks 1 to 4 so it knows what task to execute.
  13. thanks, indeed in grid units in radiant. I upped it up to 14336 and it works fine now
  14. is there anyway i can alter the draw distance, despite me adding corners pieces and not a straight inlet (which would be ackward) i still have problems with distance drawing. I know that there is an etity called "distancecull" in worldspawn, does anyone know the default value? If i lean arround the corner, i sadly see brushes that are not drawn, but when i take a few steps closer they do. It's kind of essential that the rock brushes are being drawn, else I may need to heighten some other rocks and change part of the lay-out.
  15. So as i was working out in my mind some things about my sp, i came to the conclusion of a very neat idea. In order to have to it work, i need to use the target_random. Technically i want to add 4 target scriptrunners on a target_random, but what I missed in the documentation if it is possible to run this entity on a script targetname / targetname. (so i can add that to my spawn scripts) The documentation on target_random is kind of vague. I know it can be trigger to do very neat stuff with it (i recall Darth G;s sandcrawler map where you could force push the head of c3p0. It would pick one of the random spots it had attached to it to fly to) but i am not sure if it uses a script targetname or a name and if this can be targetted by a script at all?
  16. I can do that, but I like to finnish up first the overall layout before I start playing with extra textures. I agree that especially the grass does feel repetitive. Thanks for the feedback. I do have to add I am working to get dense grass sprites ready to place at random spots in the map with other weeds as well, plus trying to add bobbing plants in the shallow waters.
  17. Update, inlet is shaped and done, as well as the far wall, where on the other side a couple of mission objectives will be placed. (this rock formation also helps me seperate areas and contain hopefully some decent ramerate). Also I'd like to thank @@AshuraDX for looking at the map file and trying to help me resolve a terrain issue, where i would occasionally get an ERROR:: Build Brush Points: Point in brush (technically the brush itself cant be loaded.) This prevents me from saving and running a compile. It uses for the compile an old save in where the error did not contain. For now, when i get this error, I simply select a group of brushes i think this problem exists in, delete them, check with brush cleanup tool from bobtoolz if its gone, if so, i undo that action so the brushes are back. For some odd reason it will correctly add the vertex back on the right spot.
  18. The thing with this is, that we are at the moment at just 2516 brushes, where maybe 100 of them have nothing to do with the terrain (i gotta add that dot2product needs a brush on the edge points that tells what percent of blending happens) and they need to be manipulated by hand in order to make this look natural. For each brush group of 10 i place, i have to run bobtools to clean up the brushes (i get a lot of odd looking planes, and the occasional phantom brush, plus not to forget, brushes with no origin points so when i try to save, it fails and i have to go through all the brushes i just placed to see which one is corrupt) it's a tedious job, but one i believe has a great reward in the end when i finnish this up. So updates may be slow and it will look like its just a few minutes of work, but trust me, between saves, test compiles and cleaning up the map constantly, it takes much more.
  19. Decompile is iffy, i never do it I map what comes out of my head, no need to decompile a map to see what is going on. I do have decompiled versions of base maps to figure out how certain scripts work, but still its iffy since i lose a lot of entities in decompile. But if you want this can help you out: basically you need to run your commandline and give it a couple of parameters. Also as described on the old massasi temple website. So what you need to do is navigate to your q3map2 tool (i have it saved actually in a whole different folder) and run that program via command line with the paramaters (except swap out of the name testmap.bsp with your map. Also i think you need to use absolute paths, everything from c:/program files/lucas arts/jka/gamedata/base/maps/yourmap.bsp
  20. Actually did some shader work offscreen (since the water is now a bit animated, slightly bobbing, and i fixed the sun shader where light was cast in the wrong direction) Started to lay down the mountain work on the other side of the inlet you have to walk out to get to second area, in here you have to climb up some rocks (may need to do a puzzle of some sort here, not sure yet, but my main goal is to fix the mountain on that side, since it will be the divider beween those two areas. The inlet will lead you arround it.) And since this is a wip. Here are the first (darkish, due to shader shadowing) of the inlet
  21. This sounds a lot like the plot of JKB I am curious how this is gonna play out. Gonna follow this with great interest. Seeing your screenshots i do suggest you do something about your flat terrain quad or trisoup, make it more intresting, shape hills or gaps in it, cause it looks as unnatural as a fresh steamrolled highway
  22. Do you mean like the effect you have when you do force sense? I am not entirely sure and if you can, you may have to script it
  23. bah, all my pics gone? noooooo, now i need to reupload all pics or... i can just start adding new pics to it worked todya on it, no screenshots, but making progress on a side inlet is not really WIP worthy
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