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Posts posted by Delta_135
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here is a little preview:
there is still a few problem such as the size
and i need to fix the uv map
i'll fix them when i get time
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Is it a saber? Or just a model?
right now it's just a model
but i'll make it a saber tomorrow
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here is all i got done today
i know the texture look stupid but i'm no texture artist so i just grabbed a suitcase texture from cg textures
so Andrew what do you think?
RebelChum likes this -
how does this look?
made in 10 mins
gonna finish it tomorrow if i have time for it
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I'll get started on that after uni unless anybody has objections to Hoth...
none here i've always had thing for snow levels
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got it to work
here's what i did:
changed all \ to / in the custom propertie md3shader in blender and all other shaders and .skin files
exported the model as "saber_w"
saved all .tga images as .jpg with no progressive or optimized settings
and that did it
thanks
(should i mark this post as the answer?)
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after following
l i have finally managed to make a custom lightsaber hilt and get in gamebut whenever i try to apply a shader to it the shader doesn't show up no matter what i do
i did try to get a few custom sabers from this site to see if their shader worked and it did, i even tried to copy their code just changing the paths to mach my saber
but it still won't work
so a little help would be appreciated
here is the code:
models/weapons2/LegoSaber/LegoSaber { q3map_nolightmap { map models/weapons2/LegoSaber/LegoSaber blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/LegoSaber/LegoSaber-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/LegoSaber/LegoSaber_env blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment } }
some of the hilts i downloaded had a .skin file so i made one too
saber_w,models/weapons2/LegoSaber/LegoSaber
and yes i did pack as a pk3 file
and yes it's lego saber hilt model (only thing i could think of)
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i don't think they ever got made unfortunately
i've been looking too
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Get me a mapper in here to help me out
i'd love to have some more control over VIS too
no matter how many tutorials i read on vis portals it just never work out the way i want it too
so i usually just end putting down a bunch of doors with arena portals in them
although that never seems to work as intended nether...
and since i'm a coding newbie i have no idea how one would even code something like that.
EDIT: can't seem to get the quote thing to work probably...
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Well since we now apparently have a coding forum category
could one of admins possibly move this topic to said category were it would probably fit better?
Thanks in advance.
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I'm kinda surprised no one else have made a topic like this yet (or maybe i just missed it )
Anyway after reading half a c++ tutorial and making my generic Hello_world.exe i decided to take a look at the openjk project in visual studio express.
After leaning my way around i started to search for the dismemberment cvars (or whatever they're called) because if there is one thing i've ever felt jedi academy lacked it's the jedi outcast dismemberment.
Basically in JKO you could completely cut you're enemy's and there corpse apart using the "g_saberrealisticcombat" command.
But jedi academy does not have that as it was replaced by the "g_sabermorerealistic" command which is write protected so you can't change it as far as i know.
so after looking around for while i manged to remove the write protection and make it cheat protected so you can change it with "helpusobi 1"
i also set all other dismemberment related commends to about 100 as default, cuz i'm too lazy to change them in game.
the result:
Then i remembered a thing that has annoyed some mappers in the past
the fact that you can't change gravity in game.
Sure you can set the gravity in the maps worldspawn in gtkradiant but you can't change again it unless you change the value in the maps worldspawn and recompile it.
so you can't etc. have space ship with gravity inside the ship and no gravity outside because the g_gravity command is also write protected and not even the "target_change_gravity" entity in gtkradiant or scripting can change that (there is A LOT of old threads on gamefront where people have tried to find a way to do it)
so i made that command cheat protected instead of write protected and it works perfect.
now you can have one room with; normal gravity, one with 0 gravity and one with super gravity.
so yeah i'm having a lot of fun with this
(also i'm not sure what other category to put this in)
Agent Jones, katanamaru, Mandalorian and 1 other like this -
(4) New Levels may not include any LucasArts sound effects or music files or
portions thereof.
i'm a bit confused about this one
does it say we an't allowed to use sounds and music from other star wars games and movies a new level
or does it say we an't allowed to use sounds and music from the game in new levels?
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i'm pretty new to blender so not sure how much i can contribute to the project
but i'd like to join in anyway if that's possible
at the vary least i can probably make a small plant or something
and who knows i might learn a thing or two along the way
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this is the best thing ever
my life is 83.56% complete
i can't wait to see what you guys come up with
(i hope for some sp coding tutorials)
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i... this...
O:
AWESOME!
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well i have done all i feel i could so i sent it off the next contestant
good luck to the rest of you
Edit: it would be nice to hear from the next contestant...
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well i had a busy day today so i only got a bit done on the hallway to the goldroom
CaptainChar likes this -
I'm liking the inside of the lift! That switch definitely isn't something I'd thought of doing, though. Very different than what I normally see.
well i tried to be unique instead of just making a square with a texture on it
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here is what i got done today:
added a elevator door and the elevator to the building
i also started on the way to the gold room
the elevator is not moving yet and i think it would be best if it's controlled by a script instead of just being a up and down door/platform
but i'm no good with scripts...
CaptainChar, MUG and TwinHits like this -
i haven't had as much time to work on this as i'd like but here is what i've made so far
also i think a skybox like this would fit the map well
and possibly solve the "what is gonna be outside the floating gold room" problem
EDIT: just found this on cgtextures http://www.cgtextures.com/texview.php?id=78110&PHPSESSID=sk2pcp1dm3jac9ia6t7gu6uke2
might be usefull
CaptainChar likes this -
okay my plan so far is to use the big building under the gold room, put at one end of the street and use it to connect to the gold room via a elevator inside
just wondering if the previous mappers have any thing against it.
so far:
MUG likes this -
I'm afraid I've decided the map is just too fucked up and unplanned at this point to continue it. I'm have a large test coming up on Monday and won't have much time to work on it anyway. I will email it to the next person.
I would seriously suggest that you guys restart with a better idea of what you want to accomplish. The stark difference between this and the Map-Craft PMA is that the Map-Craft one was collaboratively discussed with like 20 posts a day on the forums, and the map was only built onto continuously. This one currently has two completely disconnected spaces that imply additional mapping of 6-8x the amount already there due to the fact that:
1) the gold room area has windows and is clearly high up, meaning you now have to make an area for it to look down onto and
2) the street is going to need finishing, it goes no where at the moment. A note to anyone designing streets in the future: always start at an end, not the middle. Think about how you want to obstruct or in any way end the street before you even start.
well i just got the map but i won't be able to work on it today
so if we need to start over now might be a good time, but i'll leave that up to the other people in the collab
if i don't hear anything i'll just start working on it
(i guess i could try to fix the some of the scale(?))
EDIT: just took a look at the map and the only thing i can see that out of scale are the stairs from the subway up to the street
so they could just be remade
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that looks interesting
i really like the combination of the brick buildings with the technological lights
looks unique
Suitcase Saber
in Mod Requests & Suggestions
Posted
you know i might put op both versions
if anybody can help me with this uv map/texture problem
for some reason the suitcase is black on one side and fine on the other side and some sides are just plain screwed up.
but in blender it looks fine
blender
md3 view and ingame
i've tried to make the uv map again but it didn't work
any suggestions?