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Lazarus

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Everything posted by Lazarus

  1. 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.
  2. If you can narrow it down, i can help too
  3. 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?
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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 because despite me trying (i do have a bark, but the leafs are a pain in the ass) i cant get it right
  13. 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
  14. 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
  15. So is this a parked map from you Noodle?
  16. 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.
  17. isnt this a quest for request or modding help, rather than a WIP
  18. I havent forgotten this project, i am just trying to find time again. I started a new job and its taken more out of me than i initially thought. No worries, i am still arround, and hope to continue it when I do have the time.
  19. yea, _minlight adds a constant light throughout the whole map. It does make it completely unrealistic tho.
  20. Let me first finnish this then we will talk
  21. I know I sound like crap ... i am not much of a voice actor .. but I need to have an outline on dialogue
  22. We are talking about a game editor that is for an engine that is near 2 decades old. Sadly this is the limitation of GTK, it cant project light sources, since most of them are based either on shader or light entities, and the view window doesnt know how to make it appear in game. Honestly I wish it was possible, but sadly not. We just have to skate around this.
  23. http://forums.warchest.com/showthread.php/3455-error-max_original_edges and https://jkhub.org/topic/3189-error-max-original-edges-what-is-this/ Tiny brushes, to many triangles, all that kind of stuff... Also, is the spawnflag solid ticked on your models, that also might cause a problem
  24. Minor update: closed on the end side the gap with mountains. I am just about 50 brushes shy of 2000, so I am not unhappy, with probably needing another 250/500 brushes, so in total less than 2500, to finnish one of the bigger areas in this SP map. I think I need close to 20, maybe 25000 brushes for this terrain to unfold, but I am patient. I just want it to be right. (oh yea, and the shadow will be different since the sun in the shader is at the wrong place .. lol) Merry Christmas all
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