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AshuraDX

JKHub Staff
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Everything posted by AshuraDX

  1. aaaaah, poop! you might have to compile via a .bat file and force a dump to file
  2. Can you send me a full compiler log up to that point? It should be possible to identify the exact patch/brush that's causing this.
  3. If you happen to run into any freak q3map2 errors, chances are that I've seen and fixed them while developing my mapping plugin for max, so if you encounter anything you don't know hit me up ;D
  4. @@Bad Dancer the first one is definitely possible, not sure about the second one. Here's a possible solution for the first shader: textures/example/texture { { map textures/example/texture2 alphaFunc GE128 blendFunc GL_ONE GL_ONE depthWrite rgbGen identity } { map textures/example/texture1 alphaFunc GE128 blendFunc GL_ONE GL_ONE depthFunc equal tcMod scroll 0.25 0 } } For this to work your texture2 is expected to have all black RGB channels with your black and white alpha in the alpha channel. Texture1 does not need any alpha, it will appear transparent based on brightness. I did not have the time to try that shader yet, but it should work.
  5. so you want to render only the white parts of the first texture with the alpha channel of the second texture?
  6. Here's my entry: An Idea I had for a while, I made a hologram shader that doesn't require any non-base textures as a proof of concept. This entire appeareance is based on a few lines of text in a .skin file and a .shader file, no changes to the model or the textures were made! spawncode: npc spawn kyle_holo playermodel kyle_holo https://www.dropbox.com/s/5nlx4w0qznnmvix/holo_test.pk3?dl=0
  7. I am not aware of such a requirement, but I may have simply forgotten about it ^^U
  8. *cough* model and texture a neck to match... *cough* What?
  9. yes, but without the animations and as said - I'm updating the model
  10. Nobody can. Because it's a hardcoded effect. And if you plugged your monitor into the mainbords video output instead of the GPU output on that other PC then that PC would have used the internal Graphics device, which may also not support this effect. Or it could boil down to a driver issue, which you could check by updating the video drivers on both PCs.
  11. It's most likely an issue with the Intel HD Graphics.
  12. @@Daedra have you checked for conflicting mods? Could also be a driver issue.
  13. I'd suggest wiping your config files, you seem to be having multiple of these kinds of issues.
  14. I smell an Update! I'll also update the model slightly, mostly shrink down the massively oversized Helmet
  15. How old is your PC? @@Omega Blender runs on @@Asgarath83 PC from around 2003.
  16. should also blend the forearms for twist motions
  17. But that is not a fault of the engine. It's a freely accessible Engine for everyone. Of course you will have people with less experience using it or not as easy access to high quality assets. https://youtu.be/Vh9msqaoJZw https://youtu.be/J3ue35ago3Y Lots of games that people make on UE4 are also highly stylized, which can be a cartoonish style.
  18. @the_raven "terrible" UE? What's so terrible about it in your opinion?
  19. seems like I don't have it anymore :/ I once gave the skull from that model to Barricade for his Skeletor skin
  20. I'll tty to dig it up, but it's rather old and I can do far better nowadays. It think it is from around 2012ish
  21. I like this Idea, I actually have a partially done Skeletpn model for JKA somewhere in my "old abandoned projects" folder
  22. the humanoid character models for this game use a shared animations file, _humanoid.gla. This is the file that you need to extract alongside the model.glm of whichever model you want to edit.
  23. Huh, the same just happened to me - also after a driver update.
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