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C4N

Members
  • Content Count

    85
  • Joined

  • Last visited

Profile Information

  • Gender
    Male
  • Location
    Spain
  • Modding Interests
    Coder
    Mapper
  • Gaming Specialty
    Dueling
    FFA
    Full Force
    Singleplayer
    Defrag
  • Operating System
    Windows

Contact Methods

  • Website
    http://canseco.me
  • Other
    Telegram: @srcanseco

Recent Profile Visitors

854 profile views
    Hello @Vegeta I've been recently learning how to work with huge maps like this, I managed to compile your map as an experiment, I hope this helps, here are the cor3.bsp and cor3.map files.
    I remember playing this on a cybercafe back in 2005 or something, I never though I would see it again (couldn't remember the name of that map).
  1. Is using a software that is no longer available the only way to create vehicles on JKA?
  2. C4N

    Assimilate

    This download doesn't work @Caelum
  3. I'm looking for information on the engine limitations in OpenJK, I know some have been increased but I don't know which ones and how much. I'm making a map that feels really big using as many tricks as I can, this information would be crucial for planning ahead. Limitations like: - Entities in a map. - Rendered entities in the client. - Brush count - Vertex count in a map - Vertex count in the client - Vehicle types. - NPC count - Waypoint count - Icarus limitations, like globals or script size. - Do ASE misc_model count towards the entity limit or the brush limit? - Shaders and Texture allocation, shouldn't be a problem for me since I'm reusing many shaders and textures thorough this map, but It would be good to know. - Any other relevant limitations one should know regarding map making.
  4. Way harder than expected, many surfaces are already squeezing that 1000 vertex limit, even those already split into multiple surfaces. I can smell that same frustration I'm having right now from some of those surface names haha. Well this will take more time than I though, I'll just upload a pack when everything is done. For now, this is done so far; pursuer's belly being slightly adjusted for a non belt version and standard jedi boots.
  5. @Jeff I'm doing some fine tuning to those revanite models. I really love them and I'm using them for my clan/order (group of friends I play with) skins, would you like me to link the fixed .glm here when It's done?
  6. This is a proof of concept I'm working on, this map was done on 6 hours, It's been almost 10 years since I map seriously so I had to rust of the tools.

    The concept is, with a minimum of 3 players, you get a point every second while you are standing on a pillar, and an extra 3 points every time you jump to another pillar, if you touch the floor, your points are reset to zero, wins the first to reach 300 points.

    https://i.imgur.com/b3Ukx2t.png

    Any suggestions?

    1. Show previous comments  4 more
    2. C4N

      C4N

      I am a complete noob with ICARUS, I should start learning that for some things. From what I can understand, I could use ICARUS to have up to eight internal values for every entity, that includes the players.

      I'll take a look into that.

    3. NAB622

      NAB622

      I can help with ICARUS if you need it. Unfortunately there are several bugs and limitations that will make things increasingly tricky the further you get into it, especially regarding spawn and score systems. But there is potential.

       

      With any luck, ICARUS can manually set a player's score..... But i don't think it can.

    4. NAB622

      NAB622

      Random thought - if you use ICARUS, you could also script events into the pillars - for instance, making some of them randomly move or fall over. That could get quite interesting.

  7. That its! Thanks I didn't knew about that Patch Properties menu
  8. How can a texture from a patch be scaled in GTK Radiant 1.4? The Surface Inspector doesn't seems to work
  9. I'm pretty sure those should work just fine with JK2MV
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