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Everything posted by AshuraDX
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How to stop the model in the preview from rotating?
AshuraDX replied to the_raven's topic in Modding Assistance
they can be opened with notepad, but I recommend notepad++ -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
You should know that I could never bother to use Radiant for building geometry. Whichg was the main for me starting to develop this plugin EDIT: I just took a look at that thing and most of that will be obsolete anyway. Since 3ds Max handles navigation and Manipulation much differently. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
1.Sure, if you have any concepts you'd like to see me tackle with this just post the images here. 2. How does light effect them differently? I have a theory what you could mean but I'm really not sure about that one. 3. That is sadly not something that I can do, you will still be bound to limitations from q3map2 or WZmap which extendeds the limits for bsp but has broken light and vis stages. 1. Patches are sadly just simple rectangular point matrices with a maximum size of 15 x 15 points so anything that goes beyond that won't be doable at all. Currently I have no support for curved aptches in my tool due to the fact that I have not found a way to get them to behave close to the way they do in Radiant in regards to their interpolation/smoothing. I could relatively easily implement a method to export simple "cage" objects which would represent the unsmoothed patches in 3ds max but would be handled correctly by radiant and q3map2, but since we can easily create complex 3d models in 3ds max and use those as misc_models in their place I don't set an urgent priority to this. 2. as far as I know you could always use both of those for misc_models. misc_model_static does not accept .ase but other than that I can not think of any further limittations and that is again something I can not change without having to edit other applications. 3. what help menu? Radiant has a help menu? -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
@@IrocJeff @@Noodle @@RAILBACK Are there any things in Particular you would like me to do a tutorial on? What are some of the things that annoy you the most when you are working with GTK Radiant? Are there features you allways wanted radiant to have? -
The models themselves are not jagged. You are running the game at a comparatively low resolution from the look of your screenshot there. This causes pixelated, "jaggy" edges along the contours of objects in the game. Even with high resoltuions this is still a thing. Anti Aliasing is used to smooth those pixelated ages: here's a quick explanation of what it is and what it does:
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@@Droidy365. My Bad, I did soemthing stupid and renamed the shader without updating the map. I updated my uploaded .pk3 now and it should be fixed. Sorry about that!
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@@Droidy365 so, as @@Rooxon announced I messed around with this stuff for a while and managed to figure it out. The mirror1 and mirror_yavin shaders that ship with JKA are infact broken. Try this shader with the setup bubba explains in the tutorial I posted above: textures/system/mirror_fixed { qer_editorimage textures/system/qer_portal.tga surfaceparm nomarks portal q3map_nolightmap //sort portal <--- seemingly does nothing { map gfx/colors/black blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite // <-- I added this line alphaGen portal 512 } } and here's a dropbox link to the shader, my map file and a compiled version: https://www.dropbox.com/s/d1wr3bz3ze7y35f/MirrorTest.pk3?dl=0 If you just want to take a look at the compiled variant, drop the .pk3 into your basefolder as usual and use: devmap mirrortest To access the map.
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I'm writing from my phone as I'm not at home right now. You'll have to get it from one of the Jedi Outcast .pk3 files.
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That model was made for jedi outcast, so you need that proper _humanoid.gla from jedi outcast.
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Hmmm. Could probably be scripted for batch processing of models, but I don't know enough Python or care enough about blender to do that. I may end up doing that for 3ds max though...probably...in relatively far future. I wish I had more freetime.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
While that certainly works and I have done it this way before, this has one major flaw: It may merge vertices that you don't want to be merged. Depending on the program this could generate non-manifold geometry, which can lead to all sorts of troubles later down the road. let's assume you had something like this in your .ase file: If you now attach everything together and weld duplicate vertices you can end up with spots where it does this: The Problem with things like this is, that they are not instantly apparent when they happen. Let's say I wanted to move one of the corners of the green cube that touches the blue cube, and end up with this annyoing thing: Which would obviously not be something that you wanted to have. With simple geometry like this, it's very easy to manually go back and fix these problems - but for larger and more complex meshes it's going to be a real pain. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
I like how everyone just assumes, that it would be difficult to build things aligned to a grid in 3d software. Most if not all 3d modeling programs I worked with offer a variety of snapping options. The problem with importing q3map2 .ase files is that q3map2 converts brushplanes into individual meshes. So in a worst case scenario you end up with 500 individual objects that consist of 1 to 3 triangles each. Which is a pain to work with bevause you'd either have to carefully merge surfaces and weld overlapping vertices to make the thing even slightly comfortable to edit. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
Have you ever worked with .efx files? Pflow is vastly superior and offers far more freedom than what a .efx file can represent. So I find it unlikely that this will be easy if even possible at all. .efx files contain sprites and basic geometric shapes and allows you to define basic linear transformations for these simple primitives. I will gladly try out that .rof exporter though. -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
Importing .ASE files from q3map2 is not recommended. They are an utter mess and require a lot of cleanup to be comfortably editable in 3d software. -
I think that is hardcoded to the npc class or even name and not doable by other means, except maybe some icarus scripting vodoo. But I'm not sure on this so take it with a grain of salt.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
With 3ds max you can mod almost everything there is in jka.It may be the best supported modeling software we have right now, we have: native .ase export Plugins to import/export .md3 models plugins to import/export .glm models plugins to import/export .xsi files (used with carcass to compile to .glm and .gla) A .rof exporter And soon my .map exporter aswell as a .bsp importer that someone I know is working on. Currently we don't have: .efx or .shader export capability and no working .map importer, allthough I have started to work on that aswell. And scripting should stay outside of 3ds max anyway. Did I miss anything important? -
[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
An Update for you all, I sadly still havn't gotten the Brush Primitives format to export properly. But I decided to mess around with my tool a little to make this: I am consdiering to release a version of the Tool without support for different brush formats and finally get started on that tutorial series. -
I like the concept. But I have too much stuff to finish allready ^^U
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@@Droidy365 huh, okay. Did you delete any bones from your scene before exporting? Does it open in Modview?
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you can not use playermodels that are not weighted to the _humanoid skeleton in Multiplayer, without a code change.
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@@ZanderNao I agree, but I have to correct you on one thing: There was a guy back on Filefront Forum, before it became Gamefront - he had build Yodas Hut and some of the surrounding area in radiant. I was supposed to help him with a few mushroom models and other random clutter before he disappeared. It was quite a shame.
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rooxon has one afaik
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@@Lyrion try to aim for a vertex count below 1000. If you end up slightly above that it's no big deal.
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same with imgur That looks like a solid start for your highpoly base @@Lyrion
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Ah. I missed that part. The JKA Version ships with his Sith Stalker model.