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Everything posted by eezstreet
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Errr...dayum what? Not all of us associate "GTK" with "GTK Radiant", you know. Especially Linux users or anyone who's worked with any kind of GUI programming at all. Granted, "GTK Texture Question" kinda implies that it's involving GTK Radiant, but if someone says something like "GTK problem" or "GTK issues" or "I can't get GTK to work", that kinda implies that they can't get GTK to work on their computer, not GTK Radiant (hell, Radiant requires that you install GTK anyway to begin with, so go figure) gtk is shit anyway
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thread title is weird, just like minecraft carry on
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It's harder as opposed to just using the transparency settings that Photoshop usually uses.
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PNG is compressed, TGA is uncompressed. Putting a PNG in a PK3 is therefore redundant as the PK3 is already compressed. Both formats offer transparency, TGA is harder to manipulate and deal with in Photoshop. Sidenote: Why do people shorten GTK Radiant to simply GTK? That's like shortening Star Wars Jedi Knight: Jedi Academy to simply "Star Wars". It literally doesn't make any sense when people shorten it down like that. (fyi: GTK is a UI environment, has nothing to do with the tool itself, other than that the tool uses GTK for its UI. It's called Radiant.)
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The format allows for infinite LODs, at least file-wise. There isn't a set limit, but I'd imagine it's close to ~2 billion or ~4 billion.
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The one bug where the second saber blade doesn't show up.
eezstreet replied to Linken's topic in Modding Assistance
What causes it? -
You can get potentially infinite LODs in Ghoul2, the problem lies with that the engine is hardcoded to only use 3, however you can easily change the limit as I'm aware. It definitely loads however many LODs you throw at it though, just doesn't use them.
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The collision detection can be set to use a higher LOD than the mesh being displayed.
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@@DT85, fyi Ghoul2 can already handle mesh-based collision, see saber collision vs ATSTs and rancors, so no need for a second mesh So aside from the physics data on the cloth, this would already be possible, however this doesn't take into account wind (which doesn't exist in MP, but it's on my to-do list). In which case, this wouldn't be ideal at all because of the Reborn hoods etc
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If one were to make actually coded-in cloth animations, how would they handle this format-wise? I was thinking myself of a .phys file that goes along with the .skin file and sets a weight value or something to that effect on the surfs.
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I don't want my name associated with Raven's content. I just want this source circulated enough so that people can share it. No JKA content since the maps weren't made by the same people.
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>> implying that I'm from Raven
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...
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yolo All of the content belongs to Raven Software, unless otherwise noted. .map files: https://www.dropbox.com/s/3xmd62ag7rj9ce7/bespin_abovecity.map?dl=0 More or less complete ffa_bespin source file. Was originally an SP mission at some point. Cut early in development and made into an MP map. https://www.dropbox.com/s/pqdjwagdv6alw63/cairn_assembly.map?dl=0 https://www.dropbox.com/s/7ffbcby94l9ispq/cairn_bay.map?dl=0 https://www.dropbox.com/s/u0ey0mm46i6xxqq/cairn_bay2.map?dl=0 https://www.dropbox.com/s/g113ua4l357ayk6/cairn_dock1.map?dl=0 https://www.dropbox.com/s/mrn3x8fsp0580at/cairn_docka.map?dl=0 https://www.dropbox.com/s/uzk9ghsgfnp3mn9/cairn_pod.map?dl=0 https://www.dropbox.com/s/w46tj2xp87ad4ez/cairn_reactor.map?dl=0 https://www.dropbox.com/s/jwcxofa9rbm2fi1/cairn_stockpile.map?dl=0 Cairn source files. Previously, only cairn_dock1 was available. https://www.dropbox.com/s/mfvadlyizkx4uij/training2.map?dl=0 Prerelease training map https://www.dropbox.com/s/czjba1up6xti5n9/ffa_trench.map?dl=0 Cut JK2 MP map, ffa_trench https://www.dropbox.com/s/23epk1nwxefigwg/ctf_imperial2.map?dl=0 ctf_imperial source https://www.dropbox.com/s/98nrphrif0c3t6d/duel_valley.map?dl=0 Cut version of Valley of the Jedi, intended for duel mode
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I like how nobody cares about JA+ being down, only about the UU site. Good work, minions.
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Please make an issue on the OpenJK tracker about the slashes. We will look into making scripts work properly with the backslashes.
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It's opensourced under the GPL. You don't need permission, you only need to make your source code publicly available.If you don't modify the code, all you need to do is tell people to use OpenJK with the mod, otherwise it won't work.
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Just use OpenJK as a base... If you're doing code mods for SP it's basically a requirement anyway since DLLs for mods don't work in base.
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@@ChalklYne: JAMod is irrelevant now. MiniHeapSize issue has been fixed in OpenJK.
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Are you trying your map in MP or SP?
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Code even is identical, except for infinite ammo/different firing rate in MP.