-
Posts
360 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Lazarus
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
First WIPS in a while, i am adjusting the ground level under the water, to create a more shallow area. Some parts you ll have to swim rather than walk, and since its an in led of sea level (not sure how i am gonna do that part yet) its quite important, we creating little higher up land parts within that, Dont mind the texturing, i am gonna work on that as soon as the mapping part is finnished, i may gonna use more dot2product with 3 point shadering, but for now, this works to give me a sense of area. There is a part you dont see, still caulk, but i am rounding up the mountain on the first picture, so it gets connected. The little trench will be an optional road you ll have to unlock. Else you gotta take the long way arround the mountain. I tell you, its quite a walk, and since you play a non-force user, i am actually inclined to see if we can unlock a speeder or something. The mission i ll have to work still on it, but i got in a seperate file already objectives made on what needs happening. Also added a lot of clip brushes, so you cant climb up the mountains anymore ? -
environment mapping with a ligth shader can create really weird results, you may have to put a real low number on it. But i think i have seen it before, in an Immenor map where he experimented with ligths, reflective floors and creating the metallic shine. It was a concept map, dont think he ever released it.
-
Blender and replacing model parts taken from KOTOR
Lazarus replied to Savonir's topic in Modding Assistance
they indeed use a different skeleton, plus the problem is here verts probably wont match up correctly (mouth placement, noseplacement vs the actual skin) You may wanna unwrap a jka face and use it in a different layer to check simularities.. -
Reality ... a map with 7 brushes, a reskin of a stormtrooper into a dark trooper, another reskin of a dark trooper into a dark trooper, another reskin, this time the dark trooper is bright pink and is called pink trooper, a Jan head frankensteined on boba fett model and reskinned so it may somewhere far away resemble bo-katan ..... Sorry couldnt resist ?
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
Work caught up on me the last year, as you can see of the posts i made in here... which are pretty much zero. However, nothing is lost! I am still here and hoover occasionally here around on the forums, lurking. shht, i havent forgotten this. New computer though, but got it all running again. ?Wips Soon again! -
You could simply mod the FX to your liking. In EffectsEd you can mod the effect simply. ... if you have the sdk, or radiant ... try searching in Star Wars Jedi Knight Jedi Academy\GameData\Radiant-1.4\Tools, There should be a map or executable to that program there. I used 1.4. Not sure if it came with 1.5
-
Try actually a target_position. and link that. Use the fx_runner as base, and a target_position as its direction with the control +k in mind.
-
i did request something like that a couple of years ago, I am not sure who helped me, but i do have the pk3 laying arround, @@Noodle
-
Looks like the Royal Guard Intercepter from Star Wars Galaxies
-
normal physics, current physics are script depending, there was a test a while ago with implimentation of physics. This means a breakable would litterly be breakable and leave trace arround.
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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) -
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.
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
more wip, the bend is further shaped, placed part of a mountain there to work arround it, fixed the ledge. -
awesome, i ll play with it later
-
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
-
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/
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
While being today a day off, decided to do some terrain shaping, first part of the ring and loop arround is being constructed. -
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
-
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
wip [W.I.P.] (SP) Star Wars - Republic Intelligence
Lazarus replied to Lazarus's topic in WIPs, Teasers & Releases
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 -
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.
-
Looks like mensixx Ever played Star Wars Galaxies?
-
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.
-
thanks, indeed in grid units in radiant. I upped it up to 14336 and it works fine now