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Posts posted by ensiform
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Thanks everyone, I appreciate it.
@@ensiform, the tool I use to export the models is called Noesis. It basically converts quake maps and md3 files to *.obj or *.FBX files - including their textures and material ID's. Sure, that's all you would need for the most basic material shader in UE4 but just using that would be a total waste for an engine that uses physically based rendering. It would not look good or "updated" at all.
So, to answer your question, I try not to make any 3D asset from scratch - I just use the source models and maps. I cannot avoid, however, re-texturing all of the assets.
This is the tool that I have used: https://forums.unrealengine.com/showthread.php?94470-HammUEr-a-Hammer-Worldcraft-map-importer-for-Unreal-Engine
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Sounds like your PC has ancient WiFi and Ethernet drivers that don't work so well with 7 maybe.
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Pure doesn't exist in SP FYI.
Using a config file to enforce rendering settings is a poor choice in my opinion. Most people's computers can handle dynamic glow these days and turning it off is simple and in the menus. I would avoid touching anything related to over bright bits. Leave as defaults unless you know what you are doing.
There is no blood or Gore in jk2 or jka. Some effect mods add it but it's just an efx file afaik.
Why do you have things in the configuration for for your mod that you have no idea why they are there in the first place. The % stuff is allowing people to add their own parameters when launching the batch file with it seems up to 9 extra parameters.
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Frostbite engine is overrated and it's said to be great about combat etc but even that hasn't prism much over the years.
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Is this recreated from scratch? Because there's a tool that can port map files with materials to ue4 (on a separate marketplace because of obvious reasons).
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Have you never used the console before ever in the 14 years that JKA has been out?
Open console by pressing the key to left of the 1 on keyboard. Type r_gamma press enter. It displays the current value.
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As for web speed issues, I would power cycle the Modem and Router. (Unplug off both if you have both, then wait 30s, plug in modem, wait for it to have internet connection, plug router back in, let it get the connection to modem and your pc)
Otherwise without knowing what you use its hard to say what is issue. Simply upgrading to Windows 7 will not make your internet slower, there is other factors that are likely instead.
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It's best to play with r_gamma 1 and adjust your monitor/tv accordingly.
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No, this is not something you can change. But it should be resetting to normal value once the game is closed normally. If you have an unexpected crash or just alt tabbing out of the game, then it will be stuck until you launch game or use some other external tool that does the same thing as the game does.
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Windows sets the gamma ramp for the entire monitor. So if you set it higher than 1 it'll make the whole monitor set to that value while the game is running.
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Yes it's a cvar in the console.
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What r_gamma value?
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Indeed, I thought maybe you had a build that was old.
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What latest OpenJO? We don't provide builds.
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What do you mean? The last time I played through outcast with OpenJK's OpenJO, it worked fine.
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While I am all for fixing it in OpenJK as well as JKE, JKA does not actually have galak fyarr in it so spawning him is at best a cheat
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So I see that in the savefields_x tables that no numeric types are directly saved, but generally only strings and pointers to structs like the client or gentity. I was wondering what the exact reason is for that? Are these values generally stored/saved under some larger structure? If so, it seems kind of hacky for me to just throw some integers in there, and I'm not sure exactly how to do that since there's no F_INT type (it's commented out in fields.h).
Because those fields are the only ones that must be handled specially at least in the original code. Now the rest of the structures are handled by the new functions which were discussed above but I'm not really sure how they work. Not enough documentation was given. Look for the author of the changes maybe.
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You've got g_forcePowerDisable set to some number other than 0 that only enables Force Sense and disables the rest. I think that is the cvar? Power may be plural.
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You need the latest version of the real JK2 assets to play jk2 enhanced or openjk (jo). The code is 1.04 based not 1.02. And the localized strings system was not added to JK2 until 1.03 afaik.
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You need latest version of jk2 installed.
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Perhaps you shouldn't be standing still :thinking:. Always moving. Avoid death.I'm not just paranoid, I'm traumatised! Instead of facing me, these bots keep running around me and attacking my behind!
When playing JKA with a gamepad (with reduced/realistic turn sensitivity), as well as for a more natural feel FPS experience, a feature like this would come in mighty handy.
What I'm thinking is something like what @@Xycaleth mentioned there is an unused animation for in JKA: a way for the player to realistically spin/turn back, as you would in real life, if you feel that an attack may be coming from behind.
(No one likes to get spanked by strangers... )
Adding the alleged extra animation won't happen in this project. If it's not in the table of animations currently, we definitely can't support it. This was found out by adding the missing animations for the hazard trooper crouching which breaks saves. And in multiplayer it just makes people be the T/Jesus pose.
This feature isn't really necessary considering controller support doesn't really exist.
eezstreet likes this -
Perhaps you need to show us how and where index is being set. It seems index should be set per item based on what you are doing with the sounds, no? As right now it's just reusing the same index value for all of the cases you've made.
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@@MGummelt can you shed some light on why you guys decided to gut the core functionality of the Team Arena menu system for HUD usage so that it was no longer possible to create HUDs with allowing people to add their own items etc? The ownerdraw features and such were very powerful but seems to be mostly unused in JKA. I imagine it should have been easily capable of having the "tic" code handled via an ownerdraw somehow while retaining full capability of modders and users to use the full painted menus for HUDs.
My guess would be performance I suppose but many other tech3 variants utilized it. Including RTCW, Wo:ET, Tremulous, etc. Plus Quake Live now-a-days expanded it even further for their game.
Asgarath83 likes this -
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Would FPS take a hit if you used an .EFX file for the rain drops? Because you can set another .EFX to play from within the current .EFX file when the effect is "killed". Would be useful for making splashes, and you can also distance cull within the .EFX file as well.
Big time.
Vulkan API as a possible new crossplatform render?
in OpenJK
Posted
Yeah until a viable even basic port happens for another tech3 game, I don't see Vulkan happening.
Also: macOS does not support Vulkan and the Vulkan<>Metal Wrapper costs money.