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ZeroRaven

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Everything posted by ZeroRaven

  1. It is 1.5, I typically prefer this version (personal preference)
  2. Nope, but not a bad guess lol
  3. So since this is officially Blocktober, I started a thing lol. If anyone can guess my inspiration (doubt it) than congrats lol. Lets see your map blockouts.
  4. Hi guys, I'm working on a project I started back in 2008 for Jedi Knight (SITH Engine), http://www.jkhub.net/project/show.php?projid=478 Looking into doing it for JA, but having some problems, specifically in converting the original MD3 files to JA format models. I'm having difficulty locating importers to bring the original MD3's into Blender so I can merge the meshs into a single MD3/GLM (Quake3 used an Upper and Lower MD3). If anyone can point me to a tutorial or files, that'd be stupendous.
  5. I'm using STRICTLY light emitting shaders for the level lighting. Gives a natural look. Going to add in frefabs. Maybe try to create a sort of "damaged" look, like it was the end result of a firefight.
  6. Corridor doors and signage lol. Trying to decide if I do a Hadley's Hope recreation, or interpretation.
  7. @@Ramikad @@AshuraDX thanks for the replies. After sleeping on it for the night, I tried a different approach. After a small scale vertex alignment I managed to ger the corridor merge where I wanted it. Now its also duplicated in my off side "prefabs section" lol. Here's some SC's of the merge before and after. Thanks again.
  8. Now I'm stuck lol. trying to conenct 2 corridors at a right angle with and accurate inner sloped wall means some vertex shifting. It's becoming frustratingly difficult to manage this. Unfortunatle each of the 3(?) floors has a central hub with at least 2 or 4 of these slopes, depends if its a T juntion or cross hub.Ironically if I can get this corner resolved the rest will be easy.
  9. A few years ago I started another LV-426 map, after rewatching some movies, sketching some new ideas and reworking layouts, I've begun again. Hopefully with better textures, and a bit more skill, this time around I can make something of this. The only downside is, I've been texting some height requirements for ducts and such, and they still need to be pretty tall to crouch into. Hopefully I'll be able to work this into something good.
  10. @@Artemis Yeah those maps helped peak my interest enough to make my 20 brush map. How did you do your lightshaders? And are they àctually light emitting or do you use the light entity?
  11. @@Artemis Love the Mirror's Edge map and the HUB map! Definitely getting my creativity flowing, I have a thing for simplistic, artistic, monochromatic, abstract style maps. Quakes: "You'll shoot your eye out" "Ludonarritive Dissonance" and "Don't Mess with Hexas" are prime examples.
  12. Hey guys, was wondering if anyone happened to have the Yuuzhan Vong model, formerly hosted on jk3.filefront. I know its not really a mod request, but it is a request for an old mod lol, so if anyone has a source on it, please let me know.
  13. All the texture files in my folder are .tga I double checked the pk02 shader in ShaderED, no errors listed. Not sure whats going on, but the textures refuse to load up in game and its proving quite detrimental.
  14. Great tutorial, and what I love is that the simple patch mesh bit for capping the pipe, can be used to make wider pipe bends.
  15. Yes, running as an Admin. From what I've been told, GTK 1.4 doesn't wanna run on Win10, and 1.6 doesn't have legacy support to JO.
  16. No, it's listed as only pk02.shader, that was one of the first things I checked. As I said, I think it's a glitch with radiant since the shader effects, like lighting, seem to load in-game, however it's not showing the custom textures. That's why I asked if it was sv_pure 0, before devmap (map name). Also, using JO, not JA presently.
  17. None of the shaders seem to work in game. ShaderED says no error. For JO it still is SV_PURE 0 to enable custom shaders and stuff right?
  18. @@Apprentice The games default textures and shaders show up just fine, in the editor, in the texture browser, and in game. I think it may just be an editor glitch, since the shaders seem to load in game when testing (celing texture appears lit), except they don't show in game. just the white lines on black background. Using gamedata/base as a folder (always have) so new texture folders are in the base/textures folder, and shaders are in the base/shaders folder.
  19. Langerd, no that's not what I mean. Here is an example from my pk02.shader: textures/pk02/pk02_ceiling02_c { qer_editorimage textures/pk02/pk02_ceiling02_c.tga q3map_surfacelight 7500 q3map_backSplash 0.5 8 q3map_nolightmap q3map_lightRGB 1 1 1 { map textures/pk02/pk02_ceiling02_c.tga blendFunc GL_DST_COLOR GL_ZERO rgbGen const ( 1.00 1.00 1.00 ) } { map textures/pk02/pk02_ceiling02_i.tga blendFunc GL_ONE GL_ONE rgbGen const ( 1.00 1.00 1.00 ) glow } } What I mean is, in the editors texture browser, the default textures that have shaders, i.e. lights & computers screens, have a white box around them to differentiate them from non shadered textures. Unfortunately in my editor window, my textures, such as that ceiling light in the example above, do not have a white box around them. The shader file is listed on my shaderlist.txt file, and the shaders SHOULD be valid (I'll run them through ShaderED to verify, but this isn't my first time writing custom shaders), but they just don't seem to be working. Again, using Radiant 1.5, on Windows 10, so maybe its a compatibility issue?
  20. No I mean when I'm using custom textures, like if I look good in a new texture pack. I have some textures I'm planning on using, however even though I have a Shader file in my Shader folder and it's in the Shader list, the textures aren't being highlighted in the editor like they're supposed to be. So lights are a perfect example, there not being surrounded by that typical white square that usually accompanies Shader textures.
  21. Anyone with any thoughts or similar issues? Can't really map at all without custom textures
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