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Asgarath83

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Everything posted by Asgarath83

  1. I have a little question because i am putting map objects in a large and complex map. how many entity (brush, map models, light, NPC, target, fx, trigger and func etc etc) can have a map?
  2. also, check all branks of efx and shader file. a time i got an efx of another mod with a brank missing and give me this erorr for same strange read error. same for shader file. if you get this problem you can have a corrupted efx file that create this error. try to back up efx files and deleting by read folders until efx turn into nornal display. i fix with this method.
  3. mmm, i have a differente approach: i use c\base only for md3view. for all other i have a base folder into gamedata\Base with unzipped all pk3 files and folders + mods stuff. it works fine for me. maybe is because is missing textures folder. but i am not sure of this. you past ALL the shaders of jka or just gfx and gfx2? is better paste all shader files.
  4. try sabercolor 1 color sabercolor 2 color o.o
  5. Ahahah yes i want for time pillar stuff *_* i have already a time streaming device room ^^ @@Archangel35757 i not have castle of wolfeinstein, but if this game have a lot of gothic md3 stuff sure i can impelement now i find some walkthrough.
  6. i have already a skull, barrels and pots, not worry i have also the dead skeleton of talay of dark forces mod... *_*
  7. Finally the Alch bottle http://wrzucaj.net/image/4GZ now i make different colors md3 version and shadering and i end
  8. Thanks for suggest Ramikad
  9. The lab battle. http://wrzucaj.net/image/4yg Edit, the lab bOttle XDDDDDD ahahaha, the lab battle... some one want launch some chemical bomb? I have an idea: the lab bottle saber! for the true chemical men! B)
  10. @@Boothand @@Langerd here the scales. I hope you like. Now i texture the bottles. http://wrzucaj.net/image/4y5
  11. @@Boothand Oh, thanks very much man. i fix some texture issue of my cathedral and i work also on your models. i will show you md3 maked on md3view with that. maybe we can also make a downloadable md3 files for all community.
  12. @@Boothand the 3ds scale work fine in 3d max and blender too thanks. can you convert also the bottles please?
  13. @@Boothand i have some problem to import on my 3Dmax your filmbox. i import but they are empty. Can you send me the model as 3DS format, please?
  14. Ehi! now i remember!!! There is a easy , fast and sure way for avoid NPC players of follow you. Check the t1_surprise map. there is the droid unit r5d2 prisoner of tusken raiders on the sandcrawler. if you remember, the unit is usable. you need to USE with use button the r5d2 unit. start a little dialogue and r5d2 go to a little panel, open the panel and go inside a pit that lead below the sandcrawlers and so you are at the end of the level. you need to set that: a spawnscript for NPC of player teammate. In the spawnscript, NPC should be setted as "SET_USABLE,true" with icarus. And the npc should have like r5d2 unit an Usescript. So, when player "use" the Npc the Npc can change is BS_state and stop and to follow player. Also, the first usescript need to change path of the usescript. so there are 2 usescript for the entity: the first script at the end replace itself with second script. the second script replace itself with first script, and this close the cycle of scripting. the first script toggle OFF BS_DEFAULT and BS_FOLLOW_LEADER state, the second script set as NPC status AI the BS_FOLLOW_LEADER with SET_LEADER "player" as parameter. and so ypu have a character toggable that follow \ not follow the player. you need to set SET_USABLE, true script command line required: for spawnscript: SET_USABLE,true and SET_USESCRIPT , (path of script) for Usescript: - flush - SET_USESCRIPT (path of the secornd usescript) SET_BEHAVOUR_STATE BS_SEATCH (the NPC stay at nearest waypoint and shoot enemies approaching, not follow the player, but can fight) On second Usescript -flush - SET_USESCRIPT (path of the first script) - SET_BEHAVOUR_STATE BS_FOLLOW_LEADER - SET_LEADER "player" that is you need to do.
  15. mmmm with icarus need to change BS_DEFAULT o BS_FOLLOW_LEADER to BS_SLEEP or BS_WANDER or something like that.
  16. Give me some day for end to fix the physics clippers and delete the geometry that cause the issue without deleting the dome model and the pillars basement, if is possibile . i need of time for fix the issue, yesterday i make just a massive brushes deleting. test
  17. Yes, it's fine, the misc_models are not black model issue also, if is again still missing shadering, however now i can see my dark gothic map and making an idea of final works. It's really beauty! Thanks for suggest @@Langerd
  18. Found it at first try! Was the pillars Basement! Damn! XDDDD Sure it's a kain's dill XD
  19. Nothing work, no blocksize 0, no _blocksize 8192 or either, no lomem. so i suppose i will make another save of map just for hunting brush that making this trouble and fix manually >_>
  20. @@Langerd my map is about of 23.1 mega as meta bsp, so yes, is very huge and complex. i suppose i use some brush that i split with more of 12 faces \ vertex of same poligon during creations of colliders. however, i use gtk radiant 1.5.0 i not have the q3map2.shader file , so i cannot debug with that. so ... o i make a copy of map file and i delete physic clipper areas and i make light building until i see when is placed the brush responsable and i reload working project and fix the problem or i try your suggest. D:
  21. Error: max_tv_verts 12, XD mmm ... o i have used too much the clipper for make the roofs collider, or my MD3 models are too many complex. the second case is a disaster.
  22. mmm okay, i make a light build so i see if i got this problem
  23. i am again fixing the physics colliders in outside of domes (i end with inside) so i NEED to see the models. so... misc_model. i convert to misc_model_static for avoid lightning and shaders issues when i end the cathedral
  24. Okay peoples, it works!! Need a trigger_multiple with wait at 1 and playeronce spawnflag, a target_scriptrunner used by the trigger. the scriptrunner need count -1 and usescript as value. now is perfect this script simulate for a repear a shifting in spectral realm for bypass a wall. if someone played sr1, can know that in spectral walls and platforms are deformated and open hidden passages. Thanks @@mrwonko!
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