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Lazarus

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Everything posted by Lazarus

  1. having fun with cutscenes .. tie fighter flyby with sound :D it works!

    1. IrocJeff

      IrocJeff

      Where does the model go when its out of the cutscene? Does it disappear?

       

    2. Lazarus

      Lazarus

      Its a func_static, (origin brush and a nodraw box) with the model2, so I can remove the entity via Behaved :)

  2. 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.
  3. 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
  4. 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
  5. Saw it last night and boy, was I dissapointed....
  6. I need a little more information on this. How is your set up? How are your models set up, etc. Screenshots help . Sounds to me a bit like your model isnt either pointed correctly in the npc spawner. (I am gonna asume your model has an npc file)
  7. Little update, could work between Christmas shoppings on it. I actually deleted a part (it used to be much more, but my idea of a overhanging rock tunnel formation, it just didnt work in my oppinion) and started on a different part so I could work towards the matching up.
  8. I am a doctor, not an Stargate Atlantis character.... @@Sting Do you have by any chance a palmtree model laying arround?
  9. Arent entities lost when decompiling?
  10. Actually, i know there is a package with the complete decompiled version of JKA maps. I used to have it on my pc for reference, but crash and shit happens Just wondering if anyone has laying them around.
  11. Is there a map file of t1 danger? Trying to figure out how to do objectives like that.
  12. https://jkhub.org/mapping/richdiesal/Shaders365_Lesson_4_CustomLiquids_files/sh365lsn4.htm
  13. That floor! Shiney!!!!
  14. Player can be targeted by affect. Check if you can disable keys on keyboard and make her look at kyle. Else I suggest cutscene
  15. Have you tried faking it so shoot a reference pic 0up from the water towards sky and make that an env map?
  16. Did some mountain shaping the last few days, since i wanted it to look more natural (above was a nice start) but its a slow and tedious proces, with the ocassional deletion of a group of brushes. Some brush groups are copied for quicker reference on the straight part, but a lot of it is hand placed, but it starts to look like a nice. Happy with the progress and a little later, finnished the side lower outsloped area, and moving now to the other side
  17. Is there an (area)portal in that corridor? I had that problem earlier with an old project as well, i had to lay out an extra waypoint in the end, because it couldnt navigate through the portal / hintbrush. Try adding one for good meassure ... and .. make kyle look at you by adding the SET WATCH_TARGET in Behaved to the player, cause he is now ackwardly turned... lol. After Stop ... why was I hoping for a hammertime .......?????????????
  18. You portal can't touch the water, I believe the entity needs to be at least 8 units above it
  19. A little progress, taking a break from the cutscenes (and partly cause i need to build that in, with an area where i need to add this. I wasnt happy with the rock setup in the back, it didnt gave me a feeling of a cove or that it was "natural" , so i started partly from scratch on this part and added the mountains / cove border trisouped (originally it was stacked quadsoup), which gives me a lot more control. Difference, the small ledge on the bottom is quadsouped, while the mountain and sloped hill is completely trisouped ... thank god for grouping (btw, of scale reference, there is a rodian npc (he triggers a cutscene) on the left side, its pretty big so far with just a mere 1600 brushes, which almost all terrain) Thanks Ashura for helping me partly out with the texturing, but sadly your textures / shaders didnt do the trick for now on this part ... i may add those textures perhaps on another map or build idea (maybe I do something with snow, but first I want to finnish this) and an overview so far
  20. This is what I actually pulled up from the thread about SP mapping ... is your sound placed on the chan voice channel?
  21. Have you packed it up in pk3 already? Same with credits and opening crawl, it needs to be in pk3 rather than base subfolders
  22. Have you packed it all up in a pk3 already. I don't think it works if all is just in base subfolders. It needs to being pk3
  23. You could remove it via script! As i correctly understood earlier here: https://jkhub.org/topic/9858-run-script-on-certain-health-or-shield-value/ is that you can make a script look for a health level ... just check if it's 0, if so, remove the npc from the game.
  24. Actually this is more from fiddling. I started on a cinematic tutorial (forgot kinda who made it, i thought Lassev) and started to work that out further and further with scripting. Like i said earlier in different posts, my scripting is still rusty and trying to figure out what can be achieved and what not is the trick here I been setting my sights on cutscenes since they bring cool story telling, instead of a lineair walkthrough. Thats why i am attempting as well with multiple objectives that shouldnt be done in a specific order and with multiple endings. The ideas that pop in my head everytime i complete something or figure something out is amazing it's a really good feeling.
  25. After some messing arround in scripting and figuring out how to make models appear / dissapear .. here is my first draft of the cutscene where you blow up the rocks... I need to build this out in the map it self, still set the detonator (probably gonna make the model myself with animated icons) to start dissapeared, then appear, and again, dissapear. Also more rocks to dissapear and appear after blow up and stuff, but the basics are in there. Enjoy
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