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Posts posted by Johannes Burock
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i think the left street very cool , thats also my prefered style...(i also have the loundry in my roads, and i think i will be the first one...)
i think two or three little things on the street itself can reach some more detail ( some broken wallparts / a wagon modell)
@ shadowhide: you know that it is not so easy to create a not so boring map...so give suggestions or advices...
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OK, I've found a way:
bind a pendulum to a rotator as normal
bind another rotator to the pendulum
The second rotator becomes the visible pendulum. It stays pointing the same way but its swing rotates.
Now I expected the second rotator to have the same speed as the first rotator but negative to cancel it out. That is what I was trying to do. But in fact it went twice the speed so I gave it exactly the same positive speed and it works!
argh, i also had this idea, but i wanted to bind the modell to a second "negative"rotator and that didnt run (i think because of binding to 2 things)...but i missed the step to change the modell to a func_rotator itself .
Thanks for this little punch Fidcal^^
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Hey I fixed it!
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The left one looks borked ingame. The right one looks perfect ingame.
So if the patch is sunk inside the object below, it looks borked for some reason. Hopefully this is useful for others.
sorry, have senn this topic only now...
i also often had such problems...if a patch is sunk inside a brush or patch or if ther is a small leak between them it could happen...not every time but sometimes, dont know where to search or find the limiting value...
best way is that the patch perfectly fits all flanking patches and brushes.
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I just tested this and it does work even without BindOriented - at least with models. I used a ladder and a cog. The ladder swung back and forth and also gradually turned its angle of swing. Just bind the pendulum to a rotator.
thats the way i normaly do...but the modell is now rotating as well, and that shouldnt
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If you are binding the pendulum to the rotator and want the pendulum object to rename orientated the same way throughout then also give the pendulum:
BindOrientated 0
See:
http://modetwo.net/d...=BindOrientated
Hope that does what you want?
ähhh no . the problem is hard to explain, in german as well, but with my language knowledge...thats not possible in english XD.
so i bring the problem to one single point:
in func pendulum i can change the angle spawnarg to set the swing direction. is it possible to give the angle spawnarc a thing like sin(t), so that it is a changing swing direction over time? same problem with the func shaking and the shake spawnarg...
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want tio create a moving object, it should be a pendulum, which is frequently changing the direction of the swing, but not the direction of the entity itself...
normaly i create this with a func_pendulum and a func_rotating but with this the entity is rotating as well...
so is it in anyway possible to give the direction of the angle or shake spawnarg a time dependent parameter ( like sin(t) ) or is this a bigger skripting thing ? or a easyer one and i think it is not so easy ?
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Ok, we fixed it. It was just a very minor user-error and I am not gonna tell you guys what it was, in order to prevent Johannes from blushing.
ahh yes, hes right, a REALLY spoony mistake...searched for mistakes but missed the forest for the trees
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i tested to implement the dds,tga etc in the original tdm pk4s...and it works fine, so this isnt the problem...
7upMan also tested another way of creating the pk4 but that wasnt positiv.
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Do you mean it shows as _default in DR and black in game OR do you mean you can't see it at all in the list in DR's media browser?
Did you reload the shaders in DR?
Did you reload DR?
Is the pk4 in the darkmod folder directly not in a subfolder? (eg, doom3/darkmod/tdm_textures_eigene.pk4 NOT doom3/darkmod/materials/tdm_textures_eigene.pk4 ) The materials folder has to be inside the pk4 not the pk4 inside the materials folder
Or in the game folder root.
And is DR set up for the game folder.
Have you used / not \ in the paths? I am unsure if \ works. I think there is a problem in some situations.
reloaded DR and shaders
.pk4 is in darkmod folder and the other ones (materials,dds,textures) are folders inside this .pk4
DR is set up to for game folder
in the paths i used the same /\ like some weeks before (when it works), only changed the path
i cant see the tex in the texlist in DR
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LOL
Johannes, you know I typo like a taffer...so whats the score with that lil map then..?
in the next days i sort all my started maps out...give some screens in my box of this one i give free...where to post / send the started ones than ?
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Johannes ??
yes...dont know who this is bikerdudes "my" johannes . dont know if i use this for a fm in future, but i have some other started maps...i could look for them the next days
or did you mean you dont know the name and werent in my picture thread until now ?
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what i created:
a new .pk4: tdm_textures_eigene
with the folders: dds / textures / darkmod / eigene / all .dds files
textures / darkmod / eigene / all ._ed and_local files
materials / all material files
and the material file have the direction in the text : textures/darkmod/eigene/ name of tex
cant see the tex..
where is my mistake ?
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after creating some own textures i implemented them into the specific folders, but after the last update they arent anymore because the .pk4 files were replaced..
is it posible to create a new .pk4 with only the own textures inside or should i implement them after every update new into the pk4´s ?
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yeah but I think the tdm tex, main brick there is over scaled by 2, which makes the fine details just too big and rough looking.
The arch looks just as good imo.
i think the orgtex is def. a real masterpiece...in TDM are only some of this kind of texture and this arent as goos as this one, also if you scale them down. there are some marble tex which also looks nearly like this one.
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still looking good
good yes but far away from the other one...you clearly can realize all geometry...but thats it in modern games, it stands and falls with the textures...thanks Bikerdude
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Also don't forget half of that shot is the texture, without it, it would look nearly as good as it does! If you like I take a shot of the same location with out all the effects and fancy texture..?
i also realized that...please give a shot with a normal stone/bricktexture.
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also this looks realy good...
its a bit unified, but if the grass is created more varied this could be VERY cool...maybe in smaller areas...but this could look like in modern games (new grass for Tels )
when i posted the treemodels no one wants to create something...is there nobody who is incorporated in blender & co or is it the bad timeproblem ? or left with Nosslak the last active modeller this place ?
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Haha. We had a recruitment drive like that years ago...with a builder guard in Uncle Sam's place.
ok, i used this because of tradition...but sorry for this retake...
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Any lossless or uncompressed AVI would be perfect. I used sony vegas to make a 512x512 lossless AVI in the DV codec. Switchblade handled it like a pro.
That guide makes two big mistakes.
1. I tried originally to use Quake Video Maker. The results, as GoldChocobo said, were "pixel-licious" . Even at the highest quality setting, the bitrate was unacceptably low. The RoQ was ugly and full of compression artifacts. A few stubborn artifacts persisted the entire length of the video (!).
2. He/she claims that RoQs must be encoded in 512x384 "because that's the dimensions that RoQs must be."
Wrong. While Jedi Academy might play video textures anyways in that resolution, there are many graphics cards (read: integrated cards, laptop "mobile graphics" cards, and low-end cards) that will not. The dimensions must be power-of-two (ex. 512x512, 1024x1024) if you want everyone to see it.
argh, and i hoped to give a answer to this big question...but so i havent to test this
how i understand it is not possible to integrate a (.roq) vid before the mission starts. but before it ends. is it also possible to integrate it right in the middle of it ? fe to give a short storyvid.
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because iam also working on a vid and found this in inet:
dont know if somebody tested this until now (i have to go to bed now and will test it tomorrow...)
http://forums.filefront.com/sw-jk3-modding-mapping-editing/221961-how-make-roq-video.html
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now some problems with dialogs...
want to create a scene with dialogs and some movement...what is better for this a script or the editor or using paths ?
when i use a path anim the animation wouldnt renderd, i only have to give angle and anim spawnarg (?)
and where can i find this way of walking:
1:14 ? -
Argh, it is this stupid forum code tag, broke the lines. The lines should be intact, of course.
Most likely TDM saw first ordinary sound reference (should work without file suffix) and then it was thinking that WTF is 'ogg'?
ok, know the problem, but most programs read over the line break (fe C#). Is this in TDM, so C++, not the way to go?
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got the next prob with the sound....
i created the soundshader like sotha described. in DR i see this one and when i choose it i also can see all implemented sounds ( i alsoo can play all of them). So the shader work how it should do.
But ingame there is only a short ping instead of the sounds.
EDIT: the console says that in line 7 of my shader is a unknown token...but i used same syntax like sotha described...and in the DRE it works ???
ok, after a new run all runs fine. changed in shader:
sound/...../xxx.
ogg
to
sound/..../xxx.ogg
normaly this doesnt make a difference !? is this a diff in the soundshader ?
Sotha's mapping thread
in TDM Editors Guild
Posted
thats what i want to have for all screens, constructive ideas, thanks sh