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Lazarus

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Everything posted by Lazarus

  1. Nice, i dont have a lot of modeling experience tho, (my model minor in school was 5 years ago) so i may have to do this the old fashioned way via gtk it self and make the model in there... or else learn some blender stuff again.
  2. @@DarthStevenus How did you do that with the push through and changing the state of the door? Did you make 3 models? and replace with each forcepush the model? I am just trying to figure this out, since I have an idea as well, which involves a thermal detinator and blowing up a door
  3. https://docs.google.com/document/d/10onF3VdKFOgyJfQ6LrIlHeTAEnwS_i6wR76f3Rz4tm0/edit?usp=sharing With the halloween event going on, we should postpone this till november. I start up drawing a draft in above link. Please feel free to jump in here. If you cant edit for some odd reason (go via the link) inbox me your email and i ll add you to a safelist. I ll keep tabs on this file and if we can set up everything in 2 weeks (theme, idea, type of map, etc) we are good to go. Please also bear in mind, one of these days, I become first time father, so I may not check in for a few days.
  4. I havent stopped by, work load increased seamingly here in my company and have done a lot of overtime. Not to mention from onnext week I ll be juggling with a baby as wel.l Bad excuses, i know, but I have to postpone my work here atm, till work slows down and have time to do some mapping, my apologies. I do can give a set up on this. Give me a few days to put down a google docs file with our interests and we decide on from there
  5. Hmm thought they were JA textures, my bad.
  6. Okay so I started experimenting for a model with pure meshes, and I encountered either a bug, or a limitation of the mesh This is a screenshot from out of radiant. Everything matches on the grid, even when very close zoomed in this is a in game shot, where you can see the gaps. Now i know meshes should be avoided (not always, but indeed unreliable) but since we talk about a graphical rendering here on a "in terms for the game" high end computer, is there something going wrong in the compile proces? I remember somewhere it may have to do with subdivisions set. The higher the sub divisions the rounder the image i believe, or am i wrong. Is there any way to set this?
  7. First off @@Noodle RichDiesal covers the primary basics of mapping, and some items that are more moderate, however most things you learn are by experience. Click on the learn mapping here link ni my signature to check it out if you didnt read it already. Maybe shadering and and a bit of scripting can help your way arround. I did download your map, and i was pleasantly surprised. Although the map is not that big, (which doesnt bother me) I saw you mastered the basic skills with ease. Is this your first map? I saw you attempted scripting (your guard misses an anger script) and you even added custom sounds, which was fun,(the laugh was the only one i heard, but it did the trick for me). I ran it both in SP and MP, asuming this was a MP map, but realizing after I opened the pk3 that it had also something for SP. A side note though, and further is everything fine. If you dont use custom textures, you dont have to add them because everybody has the assets files your textures came in. So as long as you dont use custom textures, you dont have to add the base textures in your pk3. I say you have enough on what it takes to do this. And off course if cant figure it out, there are tons of people arround that can help you
  8. In the last video.. did i just heard vode 'an, mandalorian chant and music from Republic Commando? SWEET!
  9. I agree with @@Pande I worked as well on the first one, and slided off the second one (was a bad timing for me when the map got passed to me) and its really just a one week thing, no long commitments. So when we have the people i'd like to start doing a roll call. @@Noodle If you can finnish Richdiesal and have a lot of imagination ... please we can use it. @@Pande maybe we should introduce scripting back to the community Think NAB still arround?
  10. interesting, I can understand why you post this, but with CPU / GPU's nowadays, i doubt true patches arent a problem for the game to render. It also gets really messy if you want a very detailed pipe, plus texturing can become a real pain.
  11. thisis why i have JKA and GTK installed on my external harddrive. No fuss, and no compatibility issues on my win 8 and win 10 computer
  12. textures/system/clip { qer_trans 0.5 surfaceparm noimpact surfaceparm nomarks surfaceparm nodraw surfaceparm nonsolid surfaceparm nonopaque surfaceparm playerclip surfaceparm monsterclip surfaceparm trans q3map_nolightmap } I dont have anything that is called player clip (player block does exist) but maybe I can shed some light on this. Playerclip is a surface paramater, thus everything that clips for a player Since on itself, as you read cannot block a grab wall, since it will pass through, as described.
  13. This video disgust me .... this autotune song is sooooooooooo bad ... not to talk about the game .. lol
  14. I am a bit experimenting with cutscenes. Now I d like to have a ship approaching a certain planet and wanted to know how JKA did it, but these are all ROQ files (so prerecorded renderings, probably to save either map space or to much hastle with a different environment in a map / load times if its a seperate file) Now I know a few ways to achieve this effect, since JKA has with Byss a pretty nice starred skybox. What bothers me is creating the planet (a sphere) but its hard to create a texture shader for this. Can this be achieved out of the game as well? Say I record a ship flying to a certain point, is it possible to add in a later stadium a planet in the background via a certain program and make that an ROQ? @@therfiles I know you have played with this in the JK:JB campaign for Blenjeel (you made a roq out of it too). Any guidelines or help you can offer (or anyone else off course)
  15. Its scale should be toned a bit, if it's to fat and to tall
  16. do you have placed any navpoints or waypoints in the map. the npc will only wonder if it has points to navigate too. Even a wonder state needs a certain goal. http://www.student.oulu.fi/~lvaarisk/tutorials/navgoaler.htm
  17. Cutscenes ... cutscense everywhere... i have to rethink my mapping strategy

    1. Ramikad

      Ramikad

      Cutscenes are cute.

  18. See above pic, this is a very basic setup on how to propperly hint, each green area is 1 hint brush you pull over the complete area.. so say you standing in the upper room on the bottom, you wont be able to see in your line of sight the lower left area of the room below, with this it won't be drawn. Now you can subdivide these areas again if you wish for a bit more optimalization, but i think this alone should help you along... Make sure the hint brushes are structural. edit: i changed the image a little bit and divided the big middle area a tiny bit, for more optimalization. I am working atm, so cant change to much here, but this is simple and practical. Just keep your LOS (Line of Sight) always in mind when hinting. Also .. you state in your first post you have 1280 brushes (i discount the entities for a moment)... For a map, that is a joke (my outdoor area alone I been creating for my SP mod that is the place where final battle is, is already 2500 brushes. Because I made all that detail, and just the area that touches the void (read box arround the terrain) is structural, i have no issues what so ever. I havent even applied the hinting there yet. I think you should do some transformations on the brushes and make a huge part detail.
  19. Honestly, i wish i could dislike this post. because hinting / areaportalling is a part of functional level design. The reason you say .. i dont know where the hint brush(es) have to go on my map is quite ... troublesome, cause just by the looks alone ... I could have divided your map in about 8 angles you could have hint brushed quite easy. Its all about your perspective on looking towards a certain point. If you take the time to read the tuts, I am sure you could optimize it even further. On a sidenote: I do wanna add that GPU's adn CPU's nowadays are way further ahead than rougly 13 years ago when the game was released, thus in even bigger maps this can be ignored, however i find hinting and area portaling key to basic level design and knowledge that shouldnt be forgotten, how far the technique is advanced nowadays
  20. Have you done area portalling or any hinting? What you need to understand in this case is if an area isn't used or seen by the player, you should be able to hide it, creating less leaf nodes for the game to work with, thus optimizing its render speed and gaining higher fps. Here are a few tutorials. Note that the 2 links refer to halflife2, not to quake 3, but the principle is the same. http://www.optimization.interlopers.net/index.php?chapter=hints http://www.optimization.interlopers.net/index.php?chapter=areaportals
  21. a script malfunction will not result in a crash .. it will simply result in not executing.
  22. I wrote that tutorial just for the purpose of showing how to move something from point a to point b.. in this case a simple elevator, but consider the fact you can apply this on a lot of brushwork / models, thus giving much more control, since you cant move a model in a func door. Also it gives you a perspective on scripting and helps you learn it. I doubt that the basic scripting tutorial has anything to do with how i scripted this. The only solution i can offer atm is maybe the compiler
  23. The music of the trailer is amazing, listening to it gets me everytime ... it's so cool to reinvent the music to make it fit completely in a different way .... I mean, the way they blended the imperial march into the force theme ... freaking brilliant The only part I struggle a bit with is that this is they use "The Force" theme in the trailer, while i thought it was more of a rebel vs imperial thing, excluding the force users element. But thats a discussion on its own .. the Force of course could play a part in this. So it's a gray area.
  24. Old faces, i like them .. makes me feel ... not alone
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