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Langerd

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Everything posted by Langerd

  1. Yep ... And it doesnt change anything. The *flash tag in for example e11 rifle is a tag in glm that creates a shot from the gun ( In third person mode not first person because first person is using md3 model not glm). So i dont know ... When i moved model it worked. But the model was flying in the air 10cm above the floor. The only one way is i can make it bigger or create effect on the model but this is too much work... (sry for english i am polish)
  2. Nothing works I am moving the tags but it doesnt work
  3. Hmm should i change a *flash tag? Or should i lower the *weapon tag?
  4. Ok nevermind about first question. I changed the colour. Now what should i do in efx file to make the starting point of laser lower.
  5. Ok two questions - want to change the color of the laser to red - is there any possible way to make the startring point of the laser lower? Ah this mine looks like this one from battlefront http://img4.wikia.nocookie.net/__cb20090925124313/starwars/images/e/eb/HX2_Battlefront.jpg
  6. Is this possible? I mean it would be cool. Even on the mp engine.
  7. Langerd

    Reek

    Ok... WTF? I MEAN ... THIS IS TOO GREAT!!! Eeeeee Awesome!!!
  8. IT WORKS!!! AHAAHAH Many thanks guys 8D If you want to do it (If you want to know) 1.place emplaced_eweb and ofcourse a guy who will use it 2.place next to eweb a waypoint_navgoal and give it targetname eweb_1_nav . Then name emplaced_eweb give targetname eweb_1_gun and to the npc give targename eweb_1_trooper 3.create a target_scriptrunner and then named it whatever you like. Give it the spawnflags: usescript - hoth2/eweb parm1 - eweb_1_trooper parm2 -eweb_1_gun parm3 -eweb_1_nav The targetscriptrunner should be trigged a while after the npc will spawn or it will doesnt work. Again many thanks for answers
  9. OK! I checked how it was made in hoth map! Script runner usescript Hoth2/eweb parm1 eweb_1_trooper parm2 eweb_2_gun parm3 eweb_3_nav And add snowtrooper and my npc. Snowtrooper used it. Maybe it is caused by npc_class or something. I will check now
  10. Hmm Maybe i will use the script from hoth2 map. I compiled a bsp hoth3 to .map format and looked how it looks like in gtkradiant.
  11. Yep this turret you use to destroy the gate. Anybody know how to make one?
  12. 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.
  13. Is there any chance to make a npc enemy use emplaced gun when the player open the doors? Is there any chances to make it without script?
  14. 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?
  15. 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. 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.
  16. You can change a npc of stormtrooper and change his model in npc file but the model with new animations. Thre will be no problems with stormie in mp i think if you will not chnage orginal model. It would be cool if al characters would have a own _humanoid animations. But to much work (sry for English i am polish)
  17. It will be very helpful man. Tutorials are magnets on guys that want to learn something.
  18. 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.
  19. You scored a bull's eye Like always! I have _lightmapscale 3 and i add this bump map effect to the texture that is on 60% of brushes. Soo i guess it was crazy idea.
  20. 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.
  21. And now imagine the whole game like this... It would be a dream.
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