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Langerd

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Posts posted by Langerd

  1. I mean ... when i open the door the enemy bespin cop spawn. Then i want  to make him use this eweb BUT without making mindtricks and anywthing like that. I wnat the game make him to do that. Like in the hoth mission snowtroopers runs to ewebs and use them to shoot the player.

  2. Ok i used a goodie spawnflag in func_doors. I gave one npc message named *blue* and the same spawnflag in doors. But when i kill the enemy , take his key and want open the door the game show me that i need a key.

    Also i find out that the func_door without targetname will open when the player or npc is next to it . Even without trigger. But this doors stay as long as you are standing next to it. How to make one but with triggers?

    And also the last question - Is there any chance to give the doors a texture that takes diffrent shadows when it is up and down?

  3. This is very good idea! But not only with stormtroopers :) I think the movie duels mod have models with diffrent animations. Some are screwd up (Obi wan is holding a concussion rifle with one hand ...wow) .
    Stromtroopers are in armors soo their animations should be diffrent. Also i was disappointed when i saw that boba using e 11 not his ee3 (maybe because luke destroys it who knows)but my point is he should have his own animations too. But they were too lazy. :P

    Modders take games to the better path. I am 100% sure that somebody will make one. Or check out tutorials on this site and make one on your own. This tutorials rly helped me.

    Bek likes this
  4. Ok i want to model him:

    https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpf1/v/t34.0-12/10634382_1503088096605006_432863093_n.jpg?oh=1b813a95a8b31f6527b423e07cae6beb&oe=5407DD96&__gda__=1409800326_97128d665f0985aac62cc91d8c31bcb4

    To be honest i can do it. But the part where my brain stop completle working is add him to the game. I am talking about blender only!!! I saw tutorials in blender but only with ships.
    How to tag model and where can i find it?

    Pls help me ! D: I am making a map and i want to add this guys as the first jk3 models.

  5. Ok thanks! No it is not missing ... it is the one of the most stnagest bugs i have ever seen ... One time map is completly black and one is pink or yellow. Sometimes in render normaly but 15 seconds later is start going apeshit.

    Many thanks for answers!

    And the simple one shader is like this:

    textures/cloudy/floor3
    {
         q3map_normalimage textures/cloudy/floor3_normal
         qer_editorimage textures/cloudy/floor3
         q3map_lightmapsamplesize 1x1
    {
         map $lightmap
         rgbGen identity
    }
    {
         map textures/cloudy/floor3
         blendFunc GL_DST_COLOR GL_ZERO
    }
    }

    I add a normal shader to the texture i used the most in my map and then it started to look ugly and buggy. I also think it is compile bug because in my test map this ,,main'' texture works fine and the console doesnt show any errors with shader. So it is probably because of the amount of it.

  6. I highly doubt that if you made the models from radiant originally that they are too detailed. Besides, if they were, you'd first run into (if auto-solid) max_map_brushes (auto-solid makes brushes for every model triangle and covers them in clip)

    That is why i didnt use this spawnflag... But nevermind everybody . I have deleted these ASE models and i put just textured walls. It looks good like the first one.

     

    Many thanks for help You all ^^

  7. That is an inefficient way to do visability for a level. It will end up being an FPS and entity nightmare later. Before you worry about anything else, take a few steps back and replan your use of structural vs detail brushes.

     

    This thread contains a lot of information about visibility.  http://www.quake3world.com/forum/viewtopic.php?t=3620

     

    Your playable space is split into leaf nodes by the compiler. A leaf node is defined by the plane of a structural brush. A recursive operation in the BSP phase continues to split volumes into nodes until it has used all the planes of structural brushes in the volumes. The Leaf Nodes in the void are carved away because they are non entity containing hulls.

     

    Where leaf nodes join, portals are created in a .prt file for when visibility is calculated. Where one leaf node sees into another leaf node, all geometry and entities are drawn.

     

    Because everything your map is detail, you basically have giant leaf nodes (A lot of them the 512 x 512 default blocksize) that see into each other. Meaning, no matter where you are all the complex tris, expensive entities and so forth are being rendered. This will cause you a lot of issues with performance. You will also start running into problems with entities being truncated because you are drawing too many at once.

    Thnaks for that ^^ . I didnt know that. But now i checked the main problem this mergemetatriangles and i think i find the reason... I use too many ASE models. I have started a compiling and first state was very very long ... after that i have started a compiling but before it i have deleted all misc_models on my map. And ... compiling was so quick it take only one minute. I thing the reason is this http://forums.xonotic.org/showthread.php?tid=1246 - tZork is right i think. But like i said. I didnt use a solid spawnflag in models... The reason i think is that the models are too detail. 

  8. Hmm i am using a lot of models but not a md3 . I made a bespin decoration wall and I sculpt this wall in gtkradaint. After that i convert it to the ASE model - i wanted a 3D decaration not just a texture.

    About this hinting and areaportaling i have no idea how to do it and i am not a pro mapper D: I am polish and my trip with english language is not far enough to understand difficult tutorials about mapping.

    It take 10 minutes ... but in the compiler is in 4 number :/ So it takes 15-20 minutes i guess

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