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Langerd

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Posts posted by Langerd

  1. Whoever played one of the Rogue Squadron games will probably know that by activating a cheat code, you will get a Buick, which replaces the A-Wing.

    It might be a crazy request, but I was wondering why nobody ever thought of bringing this one to Jedi Academy. That would be awesome.

     

     

    USTdWqI.jpg

     

     

     

    Ye6jlcb.jpg

     

     

    (Sorry for the not topic related... Is it possible to get that skybox form this game?)

     

    Lol it is like Harry Potter car.

  2. Wouldn't in that scenario be preferable to create a .md3 file with the body parts scattered around to be used as a misc_model entity? If you edit the code, think how much resources it will take to keep rendered all the body parts all the time.

     

    I dont want to make them stay forever but much much longer. I know that i can make MD3 bodies with flesh and body parts all over the place.

  3. I think it's cvar related. See in cvarlist if there's anything that rings a bell

    That is not the case here. There is only bodies removal time. 

     

    I found the code lines that when limb is in solid it is removed. BUT if the limb is rotating or moving - it wont be removed from the game. Maybe some of You saw that limb of the enemy that was cut off - if it will fall on the mountain or the edge - it will slowly go down and limb will roatate. I found out that if this happens - the limbs stay in the game forever until they stop moving. 

     

    I just want in my map to walk with the bodies laying around and body parts to make everything so much more brutal.

  4. This part in g_combat.c:G_Dismember()

            G_SetOrigin( limb, newPoint );
            VectorCopy( newPoint, limb->s.pos.trBase );
            limb->think = LimbThink;
            limb->touch = LimbTouch;
            limb->speed = level.time + Q_irand(8000, 16000);
            limb->nextthink = level.time + FRAMETIME;
    

    limb->speed is time when a limb will disappear.

    That is for MP only.. I am looking for SP code.

  5. Need to fix a lot of things,BUT not bad for a first try :) ....i think :P

     

    106law2.jpg

    https://youtu.be/C4J7flRx_l8?t=14

     

    For a start it is rly nice! but there are some things i want to point out:

     

    -Be careful with this big box map. Sometimes we cant avoid this but most of the times we can. Complex maps are boxes that are connected to each other - not one big box..

    -The lighting placement - i think that You put too many of these. Check the scene one more time and see where are the true lightning sources and also how much they light this area. The most of the room specially top is dark. Dont be afraid of complete darkness - contrast is a good thing.

    -Learn to make Your own textures and shaders - Your map is mixed styles. 

    -Look for some architecture and building concepts from star wars. I dont know how the top of this room looks - but it is not flat ceilling. Be creative ;) Creating something that nobody saw before is very cool and yeah challenging but fun! Specially if these places are movie based.

    -Not sure about this cloud texture. Use the weather effect instead because You can put this into the entire area. Also put some fog here and there

    yeyo JK and GPChannel like this
  6. Started working on a new map :)

     

    211qbn5.jpg

    Nice start and cool to see Someone actually want to do this!

     

    I suggest some things -

     

    -Make sure to make map to the scale of the player. Making it too huge or too small will ruin the effect. 

    -Check for the light sources in this location (from the movie scenes of course). The lighting should has its own source (lamp, fire etc.) Of course You can play with this because light is bouncing in a natural life.

    -I also suggest to make Your own textures. Not exactly Your own from scratch but use default ones and change them a little. 

    GPChannel likes this
  7. I Rly thanks to All of You! I rly enjoyed making this map. Many of Those on the graves inspired me and helped me to achieve all of this! 

    Also i want to congratulate all other Modders Who made Awesome maps, models and mods this year! Hope we will fight in the contest on christmass ! Cant wait (I also suggest .... MOVIE Content! After the premiere of the Last Jedi)


    Keep modding and playing JK series!

    Noodle and PreFXDesigns like this
  8. I just ran into this problem with my patchbased terrain:

    L854dgml.jpg

    mONMNY9l.jpg

     

    I have tried a number of things to fix this, but so far nothing has worked. The best results so far came from a combination of adjusted samplesize and _lightmapscale

    Remember i wanted to make the terrain from patches too. Sadly i think that they will not work well. You can always import and export it as the Ase model and just leave the patches that You made and give them clip like texture that will use material like snow or sand (depend What You want to do )

  9.  

    I would vote for Halloween Town but it's made by Langerd and he won last years competiton, let's make someone else win for this year instead :)

     

    p.s: I'm not trying to offend you or anything - I want to make that clear xD

    •  

     

    I may sound like an asshole but i had a lot of free time (not rly true but i spent a lot of time making all of this) .. maybe more time than the rest of You :C I rly put a lot of effort and free time to make this.

     

    I am amazed by Your work Guys!!!

     

    A great atmosphere in pumpkins patch (I AM AN ANGRY MOTHER F@CKIN FARMER!!! STUPID EVIL PUMPKINS!! Also i LOVE that Poncho @@Ramikad and this mysterious ending O.O)

     

    Cornmaze is rly spooky too! One of the best maze maps i have played .. maybe because fog and atmoshpere are well made but .. Everywhere we see corn and some gravestones <3

     

    in Soul Edge i rly like the texture and design. This flesh eye monster that is also a sword. This funny effect that eye is looking on Us XD simple but effective

     

    Slender map is also cool and Slenderman in some way rly scared me - i didnt know You can do that in JKA!

     

    Scary Zombie has rly nice texture work and he rly looks scary. This blood and dark dirty skin and clothes

     

    But for me the most fun gave me the Haunted Halls (Dont know if i should have force powers here) The atmosphere is EPIC (i would put fog here and there because i rly love the fog XD) and mini games are fun and in some way they are challange!!! 

     

     

    I RLY Cannot wait for CHRISTMASS CONTEST!!! This Year Halloween was phenomenal!! Amazing work You all

     

     

    Ramikad likes this
  10. I made something like this in my hyperblast map 

    Just make a skybox (the other box outside your main map) inside this box make a cilinder with the flashing texture that scrolls. I will try this now on my executor map and see how it looks

    EDIT: OK!!! Now how to do this because it went better than i expected:

    1. Texture i made - some blue and in some places white splatters.Just this blue hyperspace energy
    2. Shader like this - 
     

    textures/executor/hyper
    {
    q3map_nolightmap
    surfaceparm nomarks
    surfaceparm nonsolid
    cull twosided
        {
            map textures/executor/hyper
            blendFunc GL_ONE GL_ONE_MINUS_SRC_COLOR
    tcMod scroll -1.5 3.5
    glow
        }
    }

    3. In Your map you made a box with the black texture around. In the middle You put your ship. The ship will be in the cilinder that verts are merged together on both sides. You leave the middle part of cilinder like it was at the start. In the end You put the misc_skyportal. Everything You see here will be in the skybox and we want this to be very huge and be part of the background.. not the map.
    4. add the blue light in the skybox 
    5.compile the map and:

    18gmJQt.jpg
    fx5ieRU.jpg
    i2uglOd.jpg


    These two pics shows how i made this.
    Ld8rdub.jpg
    GTxb1nO.jpg
     
  11. Hello everyone, in Blender how do you change the path of the shader for the first person? I tried going to objects, and went down to custom properties but nothing is there. I select on different parts of the gun, but nothing came up that I could change. I already know how to do it for third person (.glm), but not for 1st. Thank you for your time. 

    You must go down in the object options - custom properties - select add - edit - rename "prop" to the "md3shader" - propert value rename to the path of the texture. It should work now.

  12. That is cool stuff! Thjere ae many ways to make terrain now. Now i found out how to use alpha shading on the terrain to make that smooth effect. 

    I used the MD3 models with texture that has large resolution for better looking texture. It worked out very nice but i dont know if it is not memory consuming and not very optimazed.. Still amazed that there are more and more options to mod this game!

    Great work @@AshuraDX

  13. that looks like a great start!

     

    The overall shape could use some more refinement, I feel the eyes are a little too large and the eyebrows are too "bushy" compared to this picture

    You should also revisit the Noseshape.

    The eyebrows will not be so sharp. It looks that way in blender. I made a planes that are on the head. They are not part of the head texture. 

    His head (face) is totally messed up. There are in some way disproportion here and there as i saw on some pics. But yeah eyes are a little too big.

     

    DFy2cSlUAAAtNfK.jpg

     

    I was making this model looking on this pic and some others.. Thing i screwed up is not making the neck ... 

     

    Like i said it was a test.. i just wanted to sculpt for myself to be honest. If i will find free time i will come back to this model.. but i dont want make entire snoke. 

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