{xg}darthVADER Posted August 5, 2004 Author Share Posted August 5, 2004 the coding is being done by unique1 he has or is going to get some realy good rope code with rope that actualy bend and everything from someone (cant rmemeber the name) about ship camping it wil be like this some players wil spawn inside the hanger and some inside the trenches btw the trenches are also manned by rebel npc's and dont forget the rebel turrets Link to comment Share on other sites More sharing options...
lauser Posted August 5, 2004 Share Posted August 5, 2004 Man...I'm telling you, you are pushing the limits of a game engine that is not even utilized efficiently. Keep going. I want to test this badboy with 6 or 7 other players when you get all that coding done. Link to comment Share on other sites More sharing options...
tFighterPilot Posted August 5, 2004 Share Posted August 5, 2004 Originally posted by lauser Man...I'm telling you, you are pushing the limits of a game engine that is not even utilized efficiently. Keep going. I want to test this badboy with 6 or 7 other players when you get all that coding done. Rogue Squadron had tow cable, heck, even Shadows of The Empire had them! Link to comment Share on other sites More sharing options...
lauser Posted August 6, 2004 Share Posted August 6, 2004 Same engine? Same M/P capabilities? Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 6, 2004 Author Share Posted August 6, 2004 Originally posted by lauser Same engine? Same M/P capabilities? great way to spoil the moment question: is it possible to make the blasters visible trough the fog?? cause right now when i'm firing the at-at's guns i dont see the lasers just the impacts same goes for the snowspeeder's blasters Btw i think this map wil be pretty much able to handle what i have planned for it considering i spawn 30+ luke skywalkers and reborns and the map dropped from 30fps to 26 fps Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 6, 2004 Author Share Posted August 6, 2004 30fps is avarage on my computer Link to comment Share on other sites More sharing options...
Alegis Posted August 6, 2004 Share Posted August 6, 2004 seems big, but it looks liek it will be a nice product, and oen where i can test tfighters airspeeder... Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 6, 2004 Author Share Posted August 6, 2004 also note that tfighter's snow speeder is gonna be modified with new sounds and some other things aswel Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 6, 2004 Author Share Posted August 6, 2004 time to feed the masses again with more screenshots ive done some more detailing on the hanger http://www.imagedump.com/index.cgi?pick=get&tp=104752 some early shots of the new coridors http://www.imagedump.com/index.cgi?pick=get&tp=104753 http://www.imagedump.com/index.cgi?pick=get&tp=104754 http://www.imagedump.com/index.cgi?pick=get&tp=104755 enjoy and yes i know the frame rate ahs dropped but thats because i ahevt added hint brushes and area portals to the new area's Link to comment Share on other sites More sharing options...
lauser Posted August 6, 2004 Share Posted August 6, 2004 HINT brushes yes...area_portals???? Are those platform bridge things ASE models? If they are not...they should be...WITHOUT autoclip. Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 6, 2004 Author Share Posted August 6, 2004 why without autoclip if i may ask? and no their not i dunno how to make .ase models if your willing to tell me i'll be more than happy to do it Link to comment Share on other sites More sharing options...
Eldritch Posted August 7, 2004 Share Posted August 7, 2004 Here you go - you can thank rgoer. How to Make An ASE Model Out of Brushwork Link to comment Share on other sites More sharing options...
lauser Posted August 7, 2004 Share Posted August 7, 2004 Originally posted by {xg}darthVADER why without autoclip if i may ask? and no their not i dunno how to make .ase models if your willing to tell me i'll be more than happy to do it 1) Because autoclip is mainly for terrain and very large simple objects. Clipping complex objects will generate a TON of extra brushes you don't need in a map of that size. Just do a general clip of the model and that's good enough. You will never notice it ingame. Clip the railing properly yes, but the rest just do a general. 2) Copy this and paste it in notepad: "C:\Program Files\GtkRadiant-1.4\q3map2.exe" -meta -patchmeta -subdivisions 4 -game ja "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\WHAT.map" "C:\Program Files\GtkRadiant-1.4\q3map2.exe" -convert -format ase -game ja "C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\WHAT.bsp" Replace WHAT with the name of your mapfile. Now save it as a batch file EX: q3mapase.bat Put the batch file in the Radiant folder...or in Q3map2 folder if you have another build of the compiler. And THIS is a way better tutorial. rgoer is one of those guys who explains things in a way that he assumes you know how most things are supposed to work. Mslafs tutorial is much easier to understand. Oh! and just ignore the shader part and ignore the batch file he made. Link to comment Share on other sites More sharing options...
Pahricida Posted August 7, 2004 Share Posted August 7, 2004 ah nice just please don't abandon this project! And I suggest you use a foghull or at least multi volume fog since that distance cull looks kinda stupid. otherwise: Really nice I've been waiting for this ! Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 7, 2004 Author Share Posted August 7, 2004 i know i have abandoned my other projects before but people didnt realy support me for that what exactly do you mean by fog hull? please explain any help is welcome (and the fact that i mapped them poorly so i couldnt compile the lights) i wil finish this project you have my word on it P.S. if any has some good ref pics from inside echo base please feel free to post them Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 7, 2004 Author Share Posted August 7, 2004 ok here's a new offer a beta test for someone who can get the hall models raven made to work in multiplayer note it has to be working for you to get the beta spot Link to comment Share on other sites More sharing options...
wedge2211 Posted August 8, 2004 Share Posted August 8, 2004 Originally posted by lauser And THIS is a way better tutorial. rgoer is one of those guys who explains things in a way that he assumes you know how most things are supposed to work. Mslafs tutorial is much easier to understand. Mslaf's bad grammar aside, his tutorial actually has incorrect information in it! I would highly reccomend rgoer's tutorial...it doesn't have the unnecesary information mslaf's includes, and it's really really simple to understand--because making an ASE model is a really really simple process! Link to comment Share on other sites More sharing options...
lauser Posted August 8, 2004 Share Posted August 8, 2004 Hehe..that's why I took the best of both worlds and made my post there Wedge. Maybe we should do that. Make it simplified and easy for beginners and repost at map-review. You know I just reread the tutorial Wedge. It seems it has been updated from the original. I didn't look at the tutorial for that specific reason. But it looks fine to me now other than having the -game ja in the command line. Link to comment Share on other sites More sharing options...
Eldritch Posted August 8, 2004 Share Posted August 8, 2004 For that tutorial, I think rgoer assumes that if you're advanced enough to know what an ASE model is, you should know enough technical terms to follow the tutorial. Short, sweet, to the point, and most importantly -- accurate. Link to comment Share on other sites More sharing options...
Pahricida Posted August 8, 2004 Share Posted August 8, 2004 foghull ... like that: Instead of the normal distance cull it fades out in fog so you won't see a rapid end of the level. You can adjust the values to determine the distance the fog will start from. Plus it can improve performance since everything past the opaque border won't be rendered ... Check this out: http://www.shaderlab.com/q3map2/manual/foghull_guide.htm sorry but that's the only foghull tutorial I know in english language. Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 8, 2004 Author Share Posted August 8, 2004 the link doesnt work Link to comment Share on other sites More sharing options...
tFighterPilot Posted August 8, 2004 Share Posted August 8, 2004 It does for me Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 8, 2004 Author Share Posted August 8, 2004 ok here's a new feature thats going into my map at-st's and at-at's that can actualy turn their heads the current at-st's and at-at's cant rotate their head but they wil soon Link to comment Share on other sites More sharing options...
lauser Posted August 9, 2004 Share Posted August 9, 2004 Darth....copy the sky_portal box from the HOTH SIEGE map EXACTLY and import it into your map......100% improvement Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted August 9, 2004 Author Share Posted August 9, 2004 3 leters: how? lol Link to comment Share on other sites More sharing options...
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