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Boothand

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Everything posted by Boothand

  1. I've been trying to do this for many hours... I'm quite close, but something really weird is going on. I have a chains.tga I've made myself, and want to use it as a sprite (autosprite2). Here is the shader: textures/Bootland/chains { qer_editorimage textures/Bootland/chains.tga deformVertexes autosprite2 q3map_onlyvertexlighting q3map_nolightmap { map textures/Bootland/chains blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaFunc GT0 depthWrite rgbGen identity } } Problem: The sprite's texture twists and breaks off in a way, if I'm using a simple patch mesh (in-game). Here are some pictures to show what happens. In this picture, you see the chain to the left, a patch mesh. To the right is a sprite on an ordinary square brush. It has nodraw on the other sides but the front. This sprite doesn't follow the camera 360 degrees around, but stops after 180. The patch mesh follows all the way, but remains bugged. https://dl.dropboxusercontent.com/u/58757568/sprite1.jpg Here is a big match mesh with the same sprite, just in case it makes it clearer. That's supposed to be straight, and whole. https://dl.dropboxusercontent.com/u/58757568/sprite2.jpg
  2. I've been trying to create a corridor where I want the lighting to be completely even. I've tried to do this by using light-emitting shaders, such as this: textures/Bootland/bricks2_emit { qer_editorimage textures/Bootland/bricks2.tga q3map_lightimage textures/Bootland/bricks2.tga q3map_surfaceLight 30 { map $lightmap rgbGen identity } { map textures/Bootland/bricks2 blendFunc filter rgbGen identity } } It does, however, not become even. Some areas of the wall are dark, some have round bright spots, as if a light was placed randomly around. https://dl.dropboxusercontent.com/u/58757568/surfacelight4.jpg Does anyone know a way to fix this?
  3. Onysfx, haha would love that. Zelda (and mario with the never-ending stairs) had some great concepts. Zack!!!!! You've brought me back in business. The roll did the trick. As for the patch mesh, I have tried that a couple of times, but it leaks the mirror it seems. For now I'll just use a clip (patch mesh) to hold the player in. When trying it out in game after doing the roll-parameter, I actually scared myself. Like, I got chills, surprised by how it worked. Still need a few tweaks, but expect a little pk3 showcase of it for those who play JK2 here... soon enough! Thanks!
  4. You mean a window-like reflection of a room? (As in, a jpg texture of what I want to reflect). eezstreet - I'll look up tcgen environment! What I'm creating is a sort of paradox in a corridor, where you walk through a mirror which is invisible on one side (but you can't walk back), and shows a reflection of the corridor if you try to go back. A reflection, as if the path had actually changed and going back would appear to be the same way as going onward. I've made a slight alteration in the idea though. I want to repeat this effect with two mirrors facing each other (from some distance). Don't worry, I'm aware that mirrors can't mirror other mirrors in this game. But I'm making a work-around using cameras. I have run into a new problem though (and quite silly it is). Problem: The camera the portal surface is pointing to shows the world up-side down. I tried using one earlier in a different part of the map, and it was normal. What I ultimately want to achieve is to have the camera in the height that makes it look exactly like the textures on the wall (etc) repeats along the camera view.
  5. I'm aware that this is pretty far from earth (as is the universe of Star Wars) - could there possibly be a way of having a mirror NOT draw players? Something along a line in the mirror shader. Or anything equally mad?
  6. Is there an equivalent for JK2 entities and GTKRadiant 1.5?
  7. Remove as in, delete the entire line (will mess up the holy coding system I suppose)? if (other->client->ps.stats[sTAT_WEAPONS] & (1 << WP_SABER)) For example, what do I do with this? And where do I put the modified .c file when I'm done?
  8. Removing wp_saber from weapons.dat had no effect. I suspect removing the actual saber recources would just result in a nasty bug/crash.
  9. Ah, well it's not that big of a deal, unless other people as well would like a guns-only concept. Besides, the main motivation for me is mainly because I'm in a place with blocked online gaming for one year, and would like a sort of quake arena-edition of JK2, with guns and bots.
  10. Yeah, it seems like the right thing to do, but it's what I've been doing all the time. g_weapondisable 4 + map_restart (or even a whole map reset) simply "prefers" the blaster, in a way. You spawn with the blaster in the hand, but the saber is still there, and most of the bots prefer sabers. It's just annoying that it's not an option in the Create server section, since it's so enginally (...right?) possible.
  11. Force powers are supposed to be disabled as well (which they are), thinking a guns only scenario.
  12. Hehe yeah was just referring to a single console command or something.
  13. I've used this site to try to find the command to disable the lightsaber in multiplayer http://www.jediservers.com/help_articles_weapons.asp But it simply doesn't work. Does anyone know if it's even possible to disable the lightsaber? It should be, and I seem to recall having done it before...
  14. Boothand

    Duck

    584 downloads

    This is a model I've made myself of a duck with lengthy arms and legs. It makes duckyish sounds, also recorded myself. This is my first real model for JK2, and I'm very proud of it. It can be a bot, and it has a red and blue color version as well. Should be fairly fun to run around as a duck. At least, it's the skin I'll be using myself for most of my JK2 days, so can be nice to see me like that if you play with me a lot! UPDATE: Added JA compatible version in the download, so JA players will hear the model's real sounds. Please re-download!
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