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Boothand

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Everything posted by Boothand

  1. Sounds like you could be interested in rend2. To put it shortly, you can use normal mapping, specularity and so on to make your models maintain a high amount of that detail.
  2. A good way to use the shader manual, could be to look at textures from the game, for example the textures/common glass shaders, and searching for the keywords you don't understand in the shader manual, rather than reading it all in one go.
  3. What image format, and what are its dimensions? You don't have any shaders for its texture, right? Is the model and the texture located in the models folder? Are you running your map with sv_pure 0? (reads from folders instead of just pk3s. Which is good) While you should get the md3 to work, I would generally recommend .ase models instead of md3, as you're able to edit .ase files and assign any texture you want. With md3, you'd have to re-export, plus you'd have to have the texture within your "models" folder. If you wonder about .ase files, I've covered that in my new video tutorial about map objects, which I'm currently rendering and should soon be up. On a side note, that's some big pixels
  4. Yeah, that's what I mean. That's the catch of using models - some extra time making your own collision. That's also what MoonDog meant in this post. Ultimately it's a good thing though I guess, to have simpler collision.
  5. If you're building your map in that way, I guess avoiding auto-clip is crucial. Also, manually clipping it is the way to go for determining structural and detail brushes and set up VIS, I suppose. What would prevent you from walking through a doorway though?
  6. I'd really suggest not using it. It's unreliable, possibly buggy, and makes a brush for every surface and makes you hit the brush limit fast. However, it's auto-clip aka spawnflags 2.
  7. I think I have irrational fear of sequels. It's come to the point where I hope there will never be a continuation of a story because it's... it's just uncomfortable. It's like when you're patting a cat, and you suddenly become hyper aware of the situation, and imagine the cat to be a naked human, aware of the situation and it becomes awkward and silent. Ever since I became old enough to wait for and expect the sequel of a movie, it always felt like it was rather something that shouldn't exist, like sequels of for example Pirates of the Caribbean. Ice Age. Then The Hobbit became uncomfortable. Anchorman 2 felt like the biggest disaster of my life. I find it hard to look forward to another Star Wars movie, after all this time. But I hope I'll be surprised, so I can get out of my bad pattern.
  8. Hmm I'd think importing .glm files of models would be quicker and easier than scaling a source model to the same height as the JK character models. Besides, you could always re-scale the model in GtkRadiant with "modelscale". Edit: If it helps, ModView measures Kyle to be just around 63 tall. 63 something. Probably units, and probably 64 anyway.
  9. I guess the actual height in meters isn't relevant, but rather the proportions of the model. You can scale the model to fit the height, but what you'd really have to do is make sure it aligns with the skeleton, arms, legs, knees, elbows etc. As for shaders, you could start off at RichDiesal's, and follow tutorials like water shadering, and the shader manual is also good to have.
  10. Cool! I'd gladly make some proper tutorials. I guess I'm unsure what kind of things there needs to be tutorials for. I'll see if I can make a map object tutorial, as I can't find any others on that particular subject!
  11. The .xsi format doesn't have anything to do with map objects though. If I understood your problem correctly, textures didn't show up at all? I did a quick late night stream to show how it works for me, and I don't know if that's gonna help you, but it probably won't hurt! http://www.twitch.tv/journeytobootland/b/524327297
  12. I don't think the \ vs / should matter. Any chance you could upload the model + texture (with that folder structure)?
  13. Are you going for md3? What max version? Make sure the textures for the model is in the models/etc/etc folder when you export, not in your textures folder. Try to re-apply the texture from a new material slot in 3ds max. If you're using a texture that you otherwise use in your map, like a texture you have in your textures folder, you might get away with _remap, so you don't end up with duplicate textures in your pk3. PS. _remap only shows visually what's happening in the editor in 1.6, but I also suggest basing your work in 1.5 rather than 1.6, although it is handy for some things.
  14. Can you make players walk places they didn't go to in the demos? Animate custom lightsaber battles that didn't take place in the demo? What's the main area of usage here?
  15. JK2 CTF match on stream: http://www.twitch.tv/gaterraider

    1. Show previous comments  2 more
    2. Grab

      Grab

      I mean these "bugged" sabers.

    3. Boothand

      Boothand

      Different game, different mechanics.

    4. Grab
  16. Though, going via md3 is in this case unnecessary, since it's only about bringing your model over to another software, thus any common 3D format should be the way to go. I haven't used Gmax enough to know how well it handles the 3ds format, but was surprised by its lack of included importers for other formats. As OlgO said, there is a student version of 3ds Max (max 2010 to current are available I think), and as long as you're a student it's completely legit. I've been using it for over a year at least. Otherwise, I'm sure you'll find importers for whichever software you decide to use.
  17. You can probably stop.. pressing that button Hopefully mrwonko will figure it out since he has your map file. I haven't really come across an issue like this.
  18. I really love Luke's theme too, and just the theme itself is enough. Brings back memories of how it truly felt when I was a kid and believed I had force powers together with a friend, and the magic of the lightsabers only we could see. Ahh.. only remember too well the disappointment the day our third friend refused to get choked by my friend, who was a sith. I remember a theme that really had impact on me was the emperor's theme (starting at 1:07). It really carried over the feeling of the dark side of the force. EDIT: Listening to this... man I'm really having a moment. I think I may in fact love Luke Skywalker, and I genuinely wish I can become a jedi. I really mean it...
  19. Well, strangely enough I've also had it repeat that it cleans 1 up before, but usually it doesn't find more after 3-4-5 times. It should be safe. Save your map, clean all up and see if that changes anything. Invalid brushes are usually caused by using the vertex tool in GtkRadiant 1.6.
  20. What GtkRadiant version do you use? I have had problems when compiling using one version opposed to another, which is kind of weird since it's q3map2 after all. Do you have any duplicate brushes? Tried brush cleanup? Wild guesses...!
  21. Just thought I'd let you know! http://www.twitch.tv/journeytobootland/b/523341973
  22. You mean only modeling in Cinema4D and then exporting to another software? I think any 3D software should be able to export a format that others can import, so you should be able to model wherever you want, as long as you rig it in a software with a proper exporter for what you need to export. Check common formats like .obj, .fbx, or .3ds even.
  23. It's been discussed a bit whether it's legal or not to pay someone for modding work. Some reference links: http://jkhub.org/topic/3844-possible-maul-outfit-ideas-from-cancelled-maul-game/?p=56093 http://jkhub.org/topic/3434-request-custom-map-tron-elements/?p=47537
  24. The reason why it keeps reverting back to 1 is because that vertex isn't shared by any other bones, thus it can only really be 1 or 0. You can look at the weight table (there's a button you can click to open it) for a bigger overview. You can set it to display only selected vertices, and then see which bones affect your vertices, how much, and you can change it by dragging the numbers up and down with your mouse, or setting it manually.
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