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The Attack on Yavin series(SP)


master_thomas

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Sorry, but I didn't do any work. I got a demo version of JK1 working (like I've said, I've never played it before) and it is great :D.

 

The cutscene is "broken" (that's the name, it is not literally broken). I don't know why that script is missing. I put the whiole folder in and it works for me. All you're missing is an overhead view of Kyle with sparks flying everywhere. It breaks and Kyle falls. Are there anymore scripts missing? The weird texture is supposed to be a cross-section view of the elevator (really an super-enlarged, damaged, switch texture).

 

Back to the recent fps problems, they were caused by the agoraphobia of the Quake 3 engine and boosted by details, which were made of structural brushes.

 

The debris isn't turning out as I planned :(. Any ideas for brush-made details (no models, too many triangles)?

 

100th post in this thread!!!

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Master_thomas, thank you very much. I'm deeply grateful. When I first visited these forums all those months and months ago, I though I would never go any further than bantha fodder. I just had one question about how to make two grans fight each other. Well, a lot has happened since then. When I release my map some day, you'll understand the choise of color.

 

Have you updated the beta2 package with the fps correction and (possibly) with the missing script? I would certainly want to see it all the way to the end, because last time it was halted due to the missing script.

 

You can actually make with just a few brushes quite tolerable looking computer terminals and such, if you just pick the textures wisely. Just clip some corners and make angled surfaces. Then you can connect the new low triangle decoration with a cable to some X-wing, if you want.

 

Maybe I could already tomorrow post some screenshots. Who knows? I haven't compiled the second map of the campaign for ages. It might give some nasty error. They seem to abound lately...

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Looks like you only need a few more points, you want me to donate the remaining number you need to reach 300? I'd really love to see your finished project as well as this topic's one! I can get ya in contact with a few good voice actors who worked on Ocupation if you want, I'm sure they'd be happy of some more work

Thanks, Kengo, for thinking me and my points, even if thomas beat you... I would truly be interested in getting in contact with one of your voice actors (although I don't know yet which one. I guess I might extract the sound files of Occupation and choose the most suitable). Months ago one mapper already was interested, but he has not been around here for quite some time, so I doubt he would do it anymore. I only need one male voice for pretty long conversation. I think I could give the description, when I'll put up my own thread.

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Well, I found why Massassi hasn't updated. Any mail from the 11th to 14th, was lost. They're having serious problems, but this is actually good for my map. I can now send a map with the script inside and with the better fps.

 

Your welcome, Lassev. It's always nice to see a glowing username.

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The problem with that is that I'm trying to make it as close to Yavin_temple as possible, except for details in the hangar, which was damaged alot inthe previous battle and was rebuilt.

 

Okay, I drew up some plans for the rest of The Attack On Yavin 2, and I like them. It has three paths leading to and from each room.

 

I'm just about to get to work on hangar details, but I need ideas. Maybe some force-influenced objects (containers, etc.). Few people incorporate those.

 

I've been slacking recently. Mainly playing demos, so I can make educated requests for my birthday (4/27):bday2:.

 

Really enjoying the JK demo. I also tried the Phantom Menace, but it has poor graphics and combat, so that's a no.

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Well, in 6.5 hours, my 11 day Spring Break will start. :D. Lots of free time.

 

I've been having trouble with the walls of that new section. I did an entire level worth of complex floors and ceilings in 20 minutes, but the walls are hard to keep track of. I'll try hiding every completed room, but then, I might wall of hallway and confuse myself.

 

Well, I gotta go in 8 minutes.

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Louis, I already replied there, but the missing script was discussed here.

 

Spring Break! I'm going to try to get the microphone tomorrow so I can make my own sound files. I may need voice actors, but I'll see how I fare with goldwave.

 

How can I get a picture of the 3d or 2d view (not ingame. Otherwise I get a HOM effect, which blocks out the level. I want a z-axis view of what I've added so I can get opinions on whether this is non-linear to the point where the player may get lost or if there aere just too many hallways and not enough rooms, or vice-versa.

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Originally posted by master_thomas

No work done today:(. Too much school work. So many 7th grade projects at once (yes, I'm in seventh grade. I turned thirteen recently (relatively recently. A month or so)...

 

8th grade here, im 13 too :) I'm on spring break too :D If there's anything i can do to help, let me know! :)

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How can I get a picture of the 3d or 2d view (not ingame.

So, do you mean in Radiant? Try out screen capture. I have always used Paint Shop Pro for that (although not with Radiant, but it should work), but if you don't own it, I'm sure there must be a lot of free programs. Who knows, maybe Radiant has such a function itself, have you checked?

 

Other question: how can you take a screenshot of your custom game menu? If I remember correctly, there is some console command that will let you take a picture without the console being included in the picture, or is there?. The key bindings don't work in the menu, and I haven't yet figured out how to circumvent this problem.

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Originally posted by lassev

So, do you mean in Radiant? Try out screen capture. I have always used Paint Shop Pro for that (although not with Radiant, but it should work), but if you don't own it, I'm sure there must be a lot of free programs. Who knows, maybe Radiant has such a function itself, have you checked?

 

Other question: how can you take a screenshot of your custom game menu? If I remember correctly, there is some console command that will let you take a picture without the console being included in the picture, or is there?. The key bindings don't work in the menu, and I haven't yet figured out how to circumvent this problem.

 

Use your own advice. Print screen is your friend. ; )

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Look for the button marked "Print Screen" or "Prnt Scrn" or somesuch on the keyboard, pressing that copies the current screen to the clipboard. Then go into any image editor and hit Ctrl+V.

 

Unless you have a Mac, in which case may the gods of computers have mercy on your soul.

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Originally posted by wedge2211

Look for the button marked "Print Screen" or "Prnt Scrn" or somesuch on the keyboard, pressing that copies the current screen to the clipboard. Then go into any image editor and hit Ctrl+V.

 

Unless you have a Mac, in which case may the gods of computers have mercy on your soul.

 

No mercy needed. I have windows 2000 :).

 

Ahhh, so that's how you use print screen. I'm such a noob at some things lol. Oh well, one thing learned. I'm farther from such a title than 5 minutes before.

 

I just learned my sister has a microphone, but at her own house. Not mine. I'll be seeing her over the weekend for holiday.

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Allright, I just got finished with testing the map. First, I think that the menu, while it is great that you made a menu for the game, is blurry and I can't read anything on it. Second, the movie of Kyle going to the planet in his ship is pretty cool. I think that the cutscene at the beginning could be a bit more descriptive, as until I read the readme file I just thought there was an irritating red glow in the room. Perhaps showing the camera from farther away might help. When the cutscene finished, I moved toward the stormtroopers and reborn. Much to my suprise, stormtroopers began spawning on top of me at random! Confused, I turned on noclip and floated into the corridor beyond the room. Upon turning it off, more stormtroopers mysteriously appeared on top of me! Kyle began to switch between being visible and invisible. Several seconds later, the func_door by the room you start in, and the func_plat beyond began to do the same. I hit escape and closed the program.

 

These problems seem very strange to me and I have no clue as to why they are occuring.

 

 

 

 

 

Oh, master thomas, if you need help with custom textures, I can help.

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I have had this problem before. Basically it comes from having too many entities, particulalry NPCs and md3 models in the level at once. It isn't like FPS...it doesn't matter if you can see them or not, its just them being in the level. In Occupation I wanted to set up stormtroopers all over the level, but I couldn't because it was too many at once and I had to grade it so you go one place, stomries appear, you kill them (then they dissapear) and you fight more etc. I also got rid of a lot of md3 models I didn't need (to this day I don't like using them anymore, I'd rather have more NPCs!). I imagine this is your problem, try to avoid having too many npcs in the level at once, and avoid having more md3s than you need.

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in which case may the gods of computers have mercy on your soul

 

I'm using WinXP, but may the gods of computers still have mercy on my soul, for me not knowing this. And I thought I know a lot about computers. You can't believe how much time I used searching my hard disk, trying to find the images print screen would save there. Clipboard! Thanks, it refreshing to know how simple things can still be beyond my graps...

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Actually, now that I think about it, a faulty area portal caused something similar. Any character or shot within the area portal (it was deep) was invisible, but that stopped a while ago. Tell me, Business_Eskimo, how many stormies and reborn are there?

 

After that release, I deleted quite a few.

 

The only md3's in there are 6 candle things (in SP, many were placed at once), a gun rack, and a few pick ups.

 

That's the problem with designs like the town you had, Kengo. We mappers must rely on what the player can't see to increase perfomance. If the player can see almost anything, we have a problem, similar to the problem both of us ahd with skyboxes.

 

When the original devs of many games must have npcs appear midfight, due to storyline or engine limits, they usually put an open door, with a locked door behind it. The npcs come from the locked door. I can't do this do to the fact that I'm trying to make this similar to yavin_temple.I can only remove npcs.

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Well, I have some good if rather embarassing (for me) news. While testing my own singleplayer map, I experienced the same problems as on yours. Whenever I moved my character, stormtroopers would spawn on top of me, as I encountered in your map. After some significant messing around with controls, I realized that somehow the 's' key was bound to a command that created a stormtrooper! I quickly went into the console and typed "unbind s" and fixed it in the controls settings. Your map works much better for me now. The only problems I seem to have are that I can't get from the second room to the hangar without using noclip. I like the turrets on the tie fighters, nice touch :)

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Missing script (I'm so embarrassed).

 

Hey, to fix this, can you guys, lassev, and Business_eskimo, and anyone else who downloads this build create the script?

First, check in the scripts folder in the pk3. Look for brokencutscene. It is either in player settings or just in the scripts folder (no comments, please. It's just easier this way). If it's there, it should be put directly into the scripts folder. If it isn't, make the following (using behaved,notepad, or wordpad:

 

camera ( /*@CAMERA_COMMANDS*/ ENABLE );

 

affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )

{

move ( $tag( "dropcam", ORIGIN)$, 0.000 );

 

task ( "teleport" )

{

move ( $tag( "dropcam", ORIGIN)$, 0.000 );

}

do ( "teleport" );

}

 

use ( "broken_kyle" );

use ( "brokenkyle" );

 

affect ( "brokenkyle", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_NO_FALLTODEATH", /*@BOOL_TYPES*/ "false" );

set ( /*@SET_TYPES*/ "SET_FORCE_INVINCIBLE", /*@BOOL_TYPES*/ "true" );

}

 

camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "brokencam1", ORIGIN)$, 0 );

camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "brokencam1", ANGLES)$, < 0.000 0.000 0.000 >, 0 );

wait ( 4000.000 );

use ( "liftbreak" );

wait ( 1750.000 );

use ( "tel" );

camera ( /*@CAMERA_COMMANDS*/ DISABLE );

remove ( "broken_kyle" );

 

 

Name it "brokencutscene"(without the quotes), and put it into the base/scripts folder or the scripts folder in the pk3.

 

____________________________________________________

 

I just checked it. The script isn't there. Oh well, just make the script above. Sorry for the inconvenience, but I could have sworn I put it in there. Hmmmmm, weird.

 

____________________________________________________

Glad to hear that that random spawning of stormies wasn't my fault. I have a similar problem with screenshot (I bound that to "s" so I wouldn't get the console window. Levelshot overwrites the previous levelshot.

 

____________________________________________________

 

Let's see: I've added a bunch of breakable boxes. a three-peice stack in which if you break the two bottom crates, the top falls and spins (I think it's a nice touch), but I haven't got the spinning to work.

 

I put three jagged walls of metal (gensurf, you've done it again) with three sniping holes (I removed the bunker to conserve triangles).

 

Also, I made it so that 10 seconds after you enter the hangar, (unless you use noclip) a piece of the ceiling falls.

 

____________________________________________________

 

On Sunday, I'll have a microphone, so I can make my own sound files for the beginning cutscene, and the final cutscene.

 

____________________________________________________

 

Well, I gotta go now. The chair I'm, sitting on is falling apart :rolleyes:. Gonna take a break from The Attack On Yavin (because I need feedback from the level in its entirety with the script).

 

I'm gonna get to work on my house (the map).

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Ok, it's much better with the script. :D This is what happens now: I fall throught the floor into the hangar, take out the bad guys, and go over to the switch on the wall. I press it. I get a very long cinematic of a pillar on the wall, zooming in every 10 or so seconds. At this point, several scripts are missing. They are:

scripts/die.IBI
scripts/invincibility.IBI
fightingkyle.IBI

 

 

:eek:

Then I get the X-Wings flying out of the hangar. Looks nice, but if you had a bit less of a pause at the end it would be perfect. :D great work!

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