Author Topic: UNSC Labs  (Read 26036 times)

Paradox

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« on: June 29, 2007, 09:09:10 pm »
This is my serious in development map, unlike fusion, which was cool, but too big of a load and not finished. This one i actually present a screenshot!

This map will be much easier.
I will have a nonlinear, asymmetrical layout, as it is supposed to be a HUMAN feeling map. I hope to include a collider with particle scripts, as well as quite a few game models. The idea of the map is that it is a human facility for studying the aliens.
7/2/07:
  • Added another screenshot to show new lighting and new textures

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TinMan

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« Reply #1 on: June 29, 2007, 09:14:24 pm »
AWFUL LIGHTING!!! LAWL
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Paradox

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« Reply #2 on: June 29, 2007, 10:34:41 pm »
Can you understand alpha .00001?

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TinMan

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« Reply #3 on: June 29, 2007, 10:51:33 pm »
It wasn't labeled, and you shouldn't go more than 2 decimals in.
Code: [Select]
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\
NeonPulse
http://neonpulse.net/media/games/tremulous/base/autoexec.cfg

Paradox

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« Reply #4 on: June 29, 2007, 11:08:25 pm »
Bite my shiny metal battlesuit ass lol

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Steely Ann

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« Reply #5 on: June 29, 2007, 11:25:00 pm »
Just so I can beat everybody to it: "Nice rack, Paradox!"

.f0rqu3

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« Reply #6 on: June 30, 2007, 12:24:19 am »
u h4v3 1337 m4pp1ng 5k1775 :P

TRaK

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« Reply #7 on: June 30, 2007, 04:11:05 am »
After all the hype surrounding Fusion, I must say that this pic is a bit of an anticlimax  :P .

That being said, good luck and hope this turns out well.

Kaleo

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« Reply #8 on: June 30, 2007, 04:47:52 am »
"UNSC"...

Aren't you just ripping off Halo?
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
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Steely Ann

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« Reply #9 on: June 30, 2007, 05:09:29 am »
Geez, Kaleo.

Just...wow.

Odin

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« Reply #10 on: June 30, 2007, 05:49:59 am »
lol batlesuit shuld b jus like mastr chief LoL omg wtf bbq

Kaleo

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« Reply #11 on: June 30, 2007, 06:54:33 am »
Quote from: "Odin"
lol batlesuit shuld b jus like mastr chief LoL omg wtf bbq


Then the Aliens are like the c...


Nah... Just dosen't work...
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Shadowgandor

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« Reply #12 on: June 30, 2007, 03:59:08 pm »
Hmm, looks like it's going to be a map with a lot of details, like the weapon rack and the aliens in cages. Good luck with it and don't listen to what the others say, just go for it

Paradox

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« Reply #13 on: June 30, 2007, 05:15:47 pm »
The aliens in cages will only work if i can get the models to render with a texture.
How do i set it to work? The model loads, but no texture.

I am also trying to make the textures stand alone from karith, fine for the regular textures, but i cant get shaders to work properly. Here is what i have for trimlight in my UNSC_Labs.shader :

Code: [Select]
// - by Evillair - edited by Godmil
textures/UNSC_Labs/e8tmtllight2_nonsolid
{
qer_editorimage textures/UNSC_Labs/e8tmtllight2.tga
q3map_lightimage textures/UNSC_Labs/e8tmtllight2.blend.tga
surfaceparm nomarks
surfaceparm nonsolid
q3map_surfacelight 950
{
map textures/UNSC_Labs/e8tmtllight2.tga
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/UNSC_Labs/e8tmtllight2.blend.tga
blendfunc add
}
}
Exact copy of the karith shaders, except with line changed to UNSC_Labs instead of karith. I also moved e8tmtllight2.jpg and e8tmtllight2.blend.jpg, because they were the only 2 textures. There was no e8tmtllight2.tga
Now in the map, i get almost no light from these. I have put the shader file in /scripts/

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Taiyo.uk

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« Reply #14 on: June 30, 2007, 06:09:52 pm »
Did you put your mapname in your shaderlist.txt?

For my custom shaders I needed to add the name of my map to tremulous/scripts/shaderlist.txt before they would appear as shaders in radiant.

Paradox

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« Reply #15 on: June 30, 2007, 06:12:42 pm »
Where, at the top?
Does the file have to be named shaderlist.txt? Mine is called UNSC_Labs.shader, like kariths
Oh nvrmind, i got it.
Thanks
I still cant get the e8tmtllight2 texture to render, but my other textures appear. Problem is, i have to align it to make it have luminosity.

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Odin

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« Reply #16 on: June 30, 2007, 09:45:57 pm »
you need to finish the fight first

Lava Croft

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« Reply #17 on: July 01, 2007, 03:15:55 am »
Fucking fantastic crappy screenshot coming from a man that promised us Fusion...

Odin

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« Reply #18 on: July 01, 2007, 03:51:36 am »
im making a new map called fission...

mooseberry

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« Reply #19 on: July 01, 2007, 06:28:36 am »
:eek:
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Paradox

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« Reply #20 on: July 01, 2007, 08:51:18 pm »
Can anyone actually help me with the problem? If i cant, ill have to change some dependencies.

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Dracone

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« Reply #21 on: July 01, 2007, 10:02:24 pm »
Lol I made a map...here teh screenshot...c ppl say gud so it must be...clik it 2 c up closer lol.

Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
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It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

Plague Bringer

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« Reply #22 on: July 01, 2007, 10:12:10 pm »
Nice FPS.
U R A Q T

Steely Ann

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« Reply #23 on: July 01, 2007, 10:21:44 pm »
Dracone

Blue monkey hell, how am I supposed to run that?  Optimize it sometime, jackass!

Plague Bringer

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« Reply #24 on: July 01, 2007, 10:40:44 pm »
2023fps, that's optomised. Where'd you get those chat bubbles Dracone? That's pretty neat. Oh, and how the FUCK do you play with those graphic settings?
U R A Q T

Dracone

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« Reply #25 on: July 02, 2007, 08:05:37 am »
Yeah I know. Jealous of my fps like everyone else...*tsk* It goes too high sometimes and I have to kick my computer because it's annoying seeing numbers across the top of my screen.

And those graphic settings...pfft, it's a secret. But I know you're jealous.......ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh yes you are.

Still, it's a good map.
Quote from: St. Anger
Tip 4 baslick guiz: Make sure you get near them bc u can stiky them i think its a bug lolz. but dont tell 2 many ppl shh.
Quote from: dobruiyyk
It's possible, your descendant will never see the sun because our species is gonna extinct in nearest future. So you better unstick from your computer and find a girl to make a child with!

Paradox

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« Reply #26 on: July 02, 2007, 05:24:32 pm »
Could i actually get some real help?

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.f0rqu3

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« Reply #27 on: July 02, 2007, 05:43:03 pm »
Quote from: "Paradox"
The aliens in cages will only work if i can get the models to render with a texture.

problem is there is no texture defined in the md3, as player model it uses the .skin file that defines what part uses which texture

I know only one solution: add|modify the shader paths in the md3
a) hexeditor
b) blender import -> export
c) NPherno's MD3 Compiler

I suggest c

Paradox

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« Reply #28 on: July 02, 2007, 06:16:37 pm »
Ok, i got that, and i follow what it says in the readme.
I can load the goon model fine, but i specify level3 in the shader field, and get no change?
Am i supposed to use the level3.tga or the nonseg_default.skin

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.f0rqu3

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« Reply #29 on: July 02, 2007, 08:55:12 pm »