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Delta_135

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Posts posted by Delta_135

  1. Well, the only one I plan to use is the realistic, without blade version. When Delta puts up the file anyone else is welcome to do what they please with it :P

     

    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

    2jb6rh2.jpg

     

    md3 view and ingame

    2vuj0xy.jpg

     

     

     

    i've tried to make the uv map again but it didn't work

    any suggestions?

  2. after following

    l i have finally managed to make a custom lightsaber hilt and get in game

    but 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)

  3. Get me a mapper in here to help me out :D

     

    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...

  4. I'm kinda surprised no one else have made a topic like this yet (or maybe i just missed it :P)

     

    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:

     

     

    shot0007nlf.jpg

     

    shot0009m.jpg

     

    shot0010hj.jpg

     

     

     

    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.

     

     

     

    shot0000vp.jpg

     

    shot0001yr.jpg

     

    shot0002ry.jpg

     

    shot0004lo.jpg

     

    shot0005tt.jpg

     

     

     

    so yeah i'm having a lot of fun with this :)

    (also i'm not sure what other category to put this in) 

  5. i haven't had as much time to work on this as i'd like but here is what i've made so far

     

     

     

    shot0000af.jpg

     

     

     

     

     

     

    shot0001ie.jpg

     

     

     

     

     

     

    shot0002ge.jpg

     

     

     

    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  :P

     

     

    l12_24.jpg

     

     

     

    EDIT: just found this on cgtextures http://www.cgtextures.com/texview.php?id=78110&PHPSESSID=sk2pcp1dm3jac9ia6t7gu6uke2

    might be usefull

    CaptainChar likes this
  6. 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  :ph34r:

    (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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