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Asgarath83

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Everything posted by Asgarath83

  1. maybe in future, you will make a tuirbo laser map with dozen of ion cabnnon and turbolaser and turrets that shoot the players shouòl be funny and deadò.ly multuipllayer map XDDD
  2. it's possible in two ways. the first way is to edit the saberstyle of NPC file. saberstyle 1, saberstyle 2 etc until 7 1 -> fast 2-> medium 3 -> strong 4 -> desann 5-> tavion 6-> dual 7 -> staff the second way is to edit the saber that use an npc. because a saber is used by more bnpc is better to make a new SAB file with the model of saber you desire for npc. on npc file you can make the command saber "newsaber" and make a saber file SAB called newsaber with a newsaber as lightsaber and as command line for newsaber.SAB you can put: saberstylelearned: fast saberstyleforbidden medium saberstyleforbidden strong saberstyleforbidden staff saberstyleforbidden desann saberstyleforbidden tavion. in that case, Npc is Forced to use only the fast style. the other style are locked. this is not a limitartion of NPC itself, but a limitation and customize of the new saber he uses. with a SAB file you can customize also damage of a saber of a npc, knockback attack and animations of npc.
  3. is not possible. they are models entities of the map activated by scripts.
  4. thanks for explanation, langerd. and so, whan can i do for some of my maps? i need to caulk every outside face of every brush of the map? o.o how is possible to close a leak map manually without begin crazy?
  5. and so is a problem of leaked vis? and for fix really need to find any brushes that leaking the vis and fix it? thanks for knowledge. the box method is just a fast arrandjement for hallow the light build. sure is not the more technically correct method.
  6. The map Leaking error is a big trouble. because is impossible to make a light build of a leaked map. just you can do only the meta build of the brushes for see a map testing \ preview without any light and shadows. i ever work into the beta when i build \ edit a map. ai use light build just when i end the brushes part of works. however, for fix the entity leak, is sufficient to move the entity. this problem occurs when an entity (misc_model, target, NPC , spawner, items etc )is inside a brush. simply you need to move this entity outside of brush face \ edges for fix this. map leak is more complicated. if you have a leak into the map you can see when building get the error a red line that go toward the map, by an entity, to the point of leaking. the cause of map liking is that map have not a skybox full filled or that not all outside surfaces of brush are covered with "caulk" shader. the fastest way for fix the map leak trobuel is to create a large brush box that contain all map, make it hollow for make a box, and working on the thickness of the six faces of the boxes, extruding outside a lot. also few map units is suffificnet. then, use caulk for textures this box and use a sky shader inside the box. map leaking fixed.
  7. Hello i am open that because i have finished to do a retexture and re-edit of the map t2_rancor. basically there is a cave with a star, and outside, the valley of the entery of the hutt lair, has differents rock textures, and a dark sky night and the heavy rain with lightning and misty cloud with fx_rain entity used. i take into the valley terrain a lake of water and i place 2 inside box, contained into weather box shader. one is intoi the cave part of the map. the other into the lake, on the underwater part (because is not possible that rain efx is falling also inside the water XD ) when i build the map and i place into game and i loading, appears "warning, no weather zone encontured, generating" and map load, and work perfectly. but, if i reload the map with the file .WEATHER, if is load by game, by menu, or by a savegame, the weathering zone no works more, and rains also inside the water and the cave. how can i fix it? i tryied with an inside brush, with an outside brush and a weather brush, but in this case map crash loading and giving me error about inside and outside shader that touch each others. now can i build a decent weather zone for the map?
  8. @@Cerez Oh thanks very much for kindness! : 3 the number 2, with devil bat winged, please ^^ it's more demonic. Something like that: https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQpIYLwmtoc79chpsDV2h2j3TN1TsFzO5S8NhTe5uyP4RQ86VIo
  9. Where i can found a free or credit free gargoyle model low poly done with blender for convert into MD3 for my mod? D:
  10. understood Okay, i'll waiting. because for my Legacy of Kain mod, if you want to share code, i can use the stasis code for the spell called "incapacitate" that make paralysis. but i planned too that boss classes cannot be paralyzed and also player can break paralysis with a push or an absorb casting. NOTE: i working on SP code. :\
  11. @@JediBantha have you done also a working force stasys? if yes, i am interessed about his full working code for my mod. D: force breach can break forge rage \ absorb \ protect \ healing status, right?
  12. Yes, with me this works. i not now why but a skybox too thicky leakend the map. i suppose that engine not considere "solid" the brush with not enought thickness. some days ago i make a room with a floor. the player falling thorught the floor, like is not solid... with an increasing of thickness, i solve the problem. i suppose for the skybox is something like that. maybe the engine read the too thicky brushes as "degenerated" and so sign the leak.
  13. 1 Make a skybox with a laaaarge rectangular box that contain ALL your map. 2: click on make hollow, so the big rectangular become a six faced box. 3: use system caulk for the skybox 4: use for the six inner face of the skybox the skies/ sky or your custom sky shader. 5: use angle editor or edge editor for extrude at lot into the outside direction the brushes of the six walls that make the skybox. i fix this trouble with a simply extrustion and a more big large dimension of the six skybox walls. you need to extrude into the grid view once brushes for time, not extrude more brush at same time, you can deform too much and this can take troubles because brush can degenerate.
  14. it's good if they fix it is a really tedious bug,.
  15. Ramikad is right, without deleting this issue, map crashes ever when you load spawning a messalige like "entity 2233 without brushes" or something like that. func entities and triggers need to be applied to brushes for works
  16. With a reskin can be also a niceful dark sorcerer D:
  17. Nah i am mapping only for SP. func_usable? well i not want that the entire brush is visible but only the symbol like in t3_rift map. : \ if not, i use it. f
  18. I am making a maze map and i am making a labyrint... particular. the labyrint is inside a room with dark fog and wihouts visibility (i not know again how to make this room totally opaque and darkest). there is a chess floor. player need to reach a teleporter. for make this, he need to walk into a labyring done not by walls, but by trigger_teleports. if player touch the "walls trigger of labyrint" is teleported to the start of labyrint. this is really painfull as a testroom XD. however, i wanna to make a little help for player: on the floor, the triggers are marked by some shaders that is possibile to see with "force sense" powerr. so if player use force sense, can see the path of the labyrinth,. without that is pratically impossible to solve, also because enemies comes from the triggers for attack the player. and the plater into the fight can wrongly teleport heself ot fthe start, again, again eand again and again. welcome madness! XD however i used some rift symbols. the shader of rift force symbols is very cruptic because they are all setted for have as q_editorimage the rift/symbol1. also, into the builded map i see these symbol as shader image missing and they are marked as greyscaled blocked floor :\ how can work it?
  19. For what i think, the unique difference between a professiona modelers and a nice spare-time-modeler is: professional is payed.: \ but not ever money = quality ROTFL... XDDDD @zefilus ahahahah XD
  20. Yes! Ducky tusken! °W° No, okay, cool face concept, @@Langerd
  21. Nice painting man I am ever asked a trivial question: how is a tusken face? how is the face of a tusken without his sand mask?
  22. Maybe they should be go all to summer holydays. D:
  23. @@Szico VII can you help langerd? o.o
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