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AshuraDX

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Everything posted by AshuraDX

  1. My lightmap compile got knida screwed over, but this is a test map I just made: testing some functionality of my plugins. The texturing and lighting is temporal (obviously).
  2. Only 2 people I can imagine: @@therfiles and @@dvg94
  3. @@GPChannel_Channel I'd assume that @@Noodle is right and therefore I think that you should read this https://jkhub.org/mapping/richdiesal/GeneralConcepts102_Lesson_3_DetailBrushes_files/gc102lsn3.htm
  4. If you make that assumption based on that you get no control over their smoothing - then brushes suck even more. Which brings us back to the discussion wether we should build the DF2 mod maps entirely as models. But that is a topic that should be discussed elsewhere.
  5. I'm afraid I never messed with this. Sorry.
  6. something a little darker and gloomier, but those of you who like Doom Metal should lend this guy an ear. It's a true shame that the Bands Mastermind, singer and multi-instrumentalist David Gold passed away in a fatal car accident a few weeks before the albums release.
  7. I may give this a shot as a test for my plugin suite, I was thinking about ackling a larger, open foresty map. Something like Dagobah , Felucia, Endor or maybe Kothlis - which I hadn't considered before. But since Kothlis really reminds me of the island in Crysis 1, I'm very tempted to give it a shot.
  8. 1. These will not show holes because they are exported as falt 3x3 patches, which result in 2 tris per patch ingame. these will not become tesselated 2. a misc_model has to be clipped manually unless it's a large, fairly simple shape. Patches are solid by default. This feature could also be used to bring clip hulls for complex misc_models into the game. The disadvantage of patches is that you don't get control over smoothing, unless you use different func_groups and phong shaders on them.
  9. You should revisit the doorframe. From the looks of your posted ref shot, your version is too wide and your version is flat, while the one in the ref shot seems to protrude from the wall in a sort of v shape.
  10. Might have to model that and export it as PatchMesh via my or SomaZ Exporter
  11. Update Time! Besides numerous Bug and Error fixes, I introduced a new GUI to Manage Structural and Detail Status of Brushes aswell as an option to export a lowpol model as "PatchMesh" This option exports one patch per Quad or Tri face of whatever you tag with it while retaining Texture coordinates. This feature can be used to quickly make all sorts of structures with proper collision and precise texturing. The trade off being, that a large number of patches can lead to trouble ingame from what I gathered. But one of my more ridiculous Test maps with over 3000 patches still handles fine ingame. Here are a few pics for you: I'm nearing a state, where I can release an early alpha version of this into the public. If anyone wants to help me out a bunch - I still need help with the entity definitions for SP and to list entities that are common between MP and SP ( using the exact same keys ).
  12. @@Jedi_Mediator I did not even try the _cs 0 option yet - but changing to another (very similiar shader) compeltely fixed my problem. It seems, that using a 16x16 px texture "confuses" q3map2 and makes it produce these errors.
  13. I'm allready compiling with filter, _cs 0 is a good idea, I'll try that. let's see what happens.
  14. I just ran into this problem with my patchbased terrain: I have tried a number of things to fix this, but so far nothing has worked. The best results so far came from a combination of adjusted samplesize and _lightmapscale
  15. I used 14 2048x2048 screenshots (around in 30° increments and Up/down) for this result. I'll pm you my .cfg that takes the screenshots for you, it requires CamSP because I'm borrowing one of @@therfiles scripts to hide the player. When I get his greenlight to release it publicly I'll post a tutorial along with the cfg.
    1. Show previous comments  1 more
    2. AshuraDX

      AshuraDX

      I'll write up a tutorial once I got Therfiles' permission to include his "hide player" script. But a Description of the process can be found in the pherical Panorama Thread under Art, Media and Technology ;)

    3. Smoo
    4. Smoo

      Smoo

      i love it prob gonna do some on midgarv3, sithcouncilv2 n all my fave maps hahah

  16. @@dvg94 I messed around with this a bit and found that it's a pain to stitch these images in photoshop. I'd recommend you use Hugin, a freeware designed to stich images into panoramas that is very easy to use. Anyway, here's what I got out of it, after a few hours of messing with stuff:
  17. First of all: Hi, been a while since I've seen you around Let's have a look at those pictures. I see that you kept the weapon visible in your first attempts. There is a command to hide it, I think it's called cg_drawgun or similiar, look it up. Next I'd recommend you use the "drop camera" option from therfiles CamSP to take those screenshots. That will give you a stationary camera that you can turn by moving sliders. You should also increase the fov to 90° and take 10 shots in total: Top, Bottom, front and then ccw or cw in 45° increments. That will give you a lot of overlapping that you can use to correct things later during stitching. Good Luck! EDIT: I think I may try this too and get me some Substance Painter Environments straight outta JKA EDIT2: I also moved your thread to a more appropiate subforum. Spherical panoramas don't really belong under JKHub Ideas and Issues
  18. and that's the part where I'm out
  19. @@SomaZ is right, Blender has come a long way regarding features and functionality. THe UI however is still allmost as bad as it was years ago
  20. You can get a Student version of 3ds max for free, regardless of wether you are a student or not - I have been doing this for years. Just update when your 3 years of usage have run out to get another 3 years You mean like Paint deformation which 3ds max can allready do ? 3ds max is a full-on modeling suite. You don't need petty features like that. Take a look at this for example:
  21. I'm certainly not a blender user, but in 3ds max the texturepaths for my .md3 models are taken from the materials diffusemap filepath or the material name. Maybe the Blender exporter works similiar? I'm sure @@JAWSFreelao or @@Langerd are able to help you.
  22. I remember a large Deathstar Map that was included in KOTF, could you mean that one by chance? Edit: some guy fighting placed NPCs on that map https://youtu.be/Z98AurAAiFQ
  23. you got loads of duplicate plane warnings you say? I thought I fixed those.... It has nothing to do with your models. EDIT: found the reason for the duplicate planes error, should be sorted now.
  24. @@Jedi_Mediator I hope I'm not too late with this, encountered a few bugs while preparing this and had to write a entity importer to get the positions and angles for all those models. https://www.dropbox.com/s/af89v6qjfdlxynp/haunted_halls_clipbrushes.map?dl=0 Hope this works for you, I took a look at the new brushes in radiant and everything seemed to be fine
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