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File Comments posted by Hudaw
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1 hour ago, Acrobat said:
ok so your texture called templewall_1 started overriding my base templewall_1 in radiant. Took me a while to realize it was from this map.
Sorry about that! I do believe I extracted the texture that was in the texture overhaul pack, which included some textures from JK2 as well if memory serves.
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On 12/5/2021 at 8:24 AM, MusicForThePiano said:
beautiful water texture, did you make that? I would love to use that in my EY4 revamp mod, or something similar to it, not without your permission though
No, this just fixes a conflict in the shader instructions between the two maps. None of the textures are mine.
On 12/6/2021 at 6:25 PM, g-viral said:Where can I download said maps?
You'd have to go to ::JEDI::'s RPMod website, which you can find in the top tab here under Groups > Roleplaying > JEDI
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3 hours ago, Asgarath83 said:
Cool. i should remember to use _keeplights on my projects. thanks.
You could just include the source file instead, though, to remove the need to decompile. No point in using keeplights if the source file is intact.
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13 hours ago, Asgarath83 said:
Sadly lights never be decompiles and get ever losted alls. textures lots their alignments.
misc_models are losted too, they become structural brushes.
Again i not way a better way to decompile BSP.
SOME textures lose their alignments. I decompiled with map_bp and it keeps the alignments in some cases. You'll need to have UV lock on in NRC if you use anything though.
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7 hours ago, Laisum said:
Light will not be decompiled too. =(
Unfortunately I'm not sure if there's anything I can do about that. If I can find better ways to decompile the .maps I'll be sure to update these.
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This is hands-down the best Jedi Temple I've seen so far. It's absolutely massive in scale but as a result feels like it came right out of the movie.
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I've noticed that the .map isn't actually included in this one. Any way to get a hold of that?
RPG Yalara
in Free For All
Posted
Hi! No, as I mentioned it was likely in the TextureOverhaul mod, but I included it to remove the dependency on that mod as the map was designed partially around the look of that texture. So I felt the need to include it there. However, if memory serves, I did put it on a different shader specifically so it wouldn't override other maps, but I'd have to go back and have a look.