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Lazarus

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Posts posted by Lazarus

  1.  

    @@Ramikad @@AshuraDX thanks for the replies. After sleeping on it for the night, I tried a different approach. After a small scale vertex alignment I managed to ger the corridor merge where I wanted it. Now its also duplicated in my off side "prefabs section" lol.

    Here's some SC's of the merge before and after. Thanks again.

     

    bFhiZlv.png

     

    9ihsv6s.png

     

    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

  2. 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 ;) 

    Droidy365, Lancelot, SomaZ and 1 other like this
  3. 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.

     

    jka_snip_pipebug.jpg

    Droidy365 likes this
  4. waste of entities. you'd need a separate target_scriptrunner for each target,target2,target3,target4 on target_random..

     

    you can however make just one script with 4 functions it picks at random each run, and have just one entity controlling its start.

     

    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.

  5. distancecull is the value you want to modify. I'm not sure what's the default value, but if I remember correctly it's measured in game units, so you can set it to whatever is the max distance the player can see.

     

    thanks, indeed in grid units in radiant. I upped it up to 14336 and it works fine now :)

  6. 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.

  7. 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?

  8. 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.

  9. shot2018_05_15_22_50_17.jpg
     
    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.

    Jeff and DarthValeria like this
  10. 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. 

  11. I need a mapper to help me with that, I don't know how to de-compile the map to edit the terrain then recompile it so its functioning right. Do you? Or know anyone who does?

     

    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

     

    q3map2 -game ja -convert -format map testmap.bsp

     

    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

  12. 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

     

    shot2018_05_10_15_46_51.jpg

    shot2018_05_10_19_16_29.jpg

  13. The premise is:

     

    Jaden turned to the dark side from ending of JA, 30 + years later a Sith Lord and his brothers appeared and destroyed much of the New Jedi Order, started siphoning resources from planets and collecting species for slave labor (much like Rakatans).

     

    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 :D

  14. Okay not a mod request, but i sincerly suck at modeling, nor i do have the time to actually come up with something that resembles a model.

     

    I am looking for palm trees, grass sprites, ferns or any plant life model / texture i can get my hands on that can help me create the atmosphere. Or if ianyone wants to teach me how to use blender propperly for low poly models :D because despite me trying (i do have a bark, but the leafs are a pain in the ass) i cant get it right :(

  15. Again, postponed, not forgotten. Worked actually last Monday on this for a few hours, cleaning up a lot of brushwork on this , and started on the side part that connects the main area (where the "mission giver" is) to the soon upper part, with the crashed ship (you have to gather parts there) 

     

    Nothing wortth noting really, but for the sake of arguement, this is a WIP threat after all

     

    gtk.jpg

    JAWSFreelao, SomaZ, Noodle and 1 other like this
  16. Is that some English slang for abandoned? If so, then no! I just started re-doing a two year old map and this one actually has much more development than the other one. What I'm planning to do with this map is to incorporate it to my main mod as a small quest. 

     

    Its a translation of Dutch where "We parkeren een project"  technically means we put the project on hold. I realize now it's a term that English people dont use. My apologies

    AshuraDX likes this
  17. It feels very dark, very ... mysterious. I think thats the right word for it. Just that elevator sound halfway (i use it for my elevators at least) kinda is misplaced. I have a feeling something has happened in this freighter and we gotta find out ... Keep going. Seeing other mappers at it makes me happy and motivated again. Trying really to make some time now for my own project as well.

    RAILBACK and Noodle like this
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