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Everything posted by Pande
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I'm so dragonborn!
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Jedi Academy mod: Star Wars ~ Episode VII
Pande replied to hka1894's topic in General Modding Discussions
Definitely best option for something such as Coruscant, I'm doing that myself in fact, but I still don't recommend this as an easier alternative. I'm so glad your getting such a kick out of it though Chalk -
Jedi Academy mod: Star Wars ~ Episode VII
Pande replied to hka1894's topic in General Modding Discussions
Congratz on picking some of the most poly intensive city planets you can think of for your locations. -
False, they work just fine, you just need to turn off Optomize and Progressive (as you always had to, in both GIMP and Photoshop).
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Worst suggestion ever.. the benefits of 2.8 far outweigh the small change they did to how file formats are saved. And seriously.. it's just a different key stroke. If you want to use ctrl S so badly you can just change the hotkey. FYI, this is exactly how Photoshop has worked for a long time.
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He has great hair. I'm gonna go cry now.
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I use XV32
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I don't fall in to the 'not currently busy' category but I can certainly give a hand. PM me and I am usually available on #jkgalaxies and #jacoders channels, you can reach me quickly with this link http://jkgalaxies.com/irc/
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I have one tree that I got CC0 from blendswap and converted for use in game. You can easily remake the texture to use other leaves. http://imgur.com/a/azkTO#7 Here is the model http://www.wikiupload.com/GIUZ6SVZICZ0GGQ Being an MD3 model you will have to use the same folder set up. The /nature folder goes inside /models. The shader can be wherever you want or merged with another shader / the map's shader if you want. Don't forget to add it to shaderlist.txt if you keep it as is. Model is I think 2x scale, I messed up when I first created my Blender template for game model exports which I've since fixed. Anyway, modelscale/0.5 will fix this.
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Possible but not in JKA (you end up with a different .bsp structure that JKA won't load). Why not contact the author? SSS gives his email in his readmes, and if you can't get him there try Sith J Cull, they are most likely still in some form of contact.
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Gtk radiant 1.5 curved brushes thicken - where is this option?
Pande replied to Langerd's topic in Modding Assistance
Yeah I just do it by hand if i forget to import a prefab to do it instead -
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- New Effects or Textures
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^ Lol
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Woah, neat updates there indeed. I also clearly need to visit mirrors again, I must have been doing something wrong because I was 100% sure that you couldn't have more than 1 individual surface as a mirror in the same PVS, and unless you managed to get the -vis perfectly separating all those areas, which I doubt based on screenshots and the sheer impossibility of it in a few places, you're doing something differently than I was that allows you to do this. o.0 I'll elaborate in a pm
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About learning, I think you'll learn more just going through the commit log of razish/openjk than wasting the time actually finding the areas of code that need fixing, or even just finding out what needs to be fixed... a lot of the issues fixed are edge cases that can be hard to just stumble upon. That's what eez is getting at, your not wasting time coding - experience is never a waste of time, but you will be wasting time turning up leaves that the OpenJK team has already raked into a neat pile called the github commit log.
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Can you share the map source? I'm sure we could tell you pretty fast exactly what it is. My passageportalflow usually doesn't take more than 2 minutes on my most complex and largest of maps. However, even one small error such as a lone, many sided structural brush that got missed can break up a 4-6 portal area into thousand when combined with other factors like blocksize.
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I'd not even bother tackling this until the above and also don't forget you'll need hit detection as well to really make this work.. not sure how that will work with a moving weapon.
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This is a good suggestion, a cvar to list all non-original cvars.
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GTK radiant tutorials are not jkhub specific, sure they can be mirrored here but theres nothing wrong with having my own site for them.
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If anyone wants to write a tutorial for any of the links here, I've sorta lost steam after a few. http://map-academy.shipheadstudios.frihost.org/index.html I need help filling that out. If you want, just write the text and I will do the pictures and gifs that I use there.
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So what then about multiple 'non-mediocre' PNGs ? No one brought up a change in image format..
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No, it doesn't quite work that way. Each pixel of a texture is loaded into video memory, and referenced by surfaces. Doesn't matter if you have 20 surfaces with that texture or just one.
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So much win in two posts. So.. whats the next step? And, can any of this be applied to the existing models in jka?
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Around the circular area, the 4th panel from the left looks quite odd as if misaligned on the UV. Also why one megatexture? Any time you have a rectangular surface you ought to be using a new texture for that so you have 0 negative space, it means more resolution room + more chance to reduce overall image sizes. By the way, was that mirror floor a real mirror or was it the duplicated geometry technique? I ask because you seemed to have more than 1 surface with the mirror, which in my experience is not possible in the same PVS, but I kept feeling like maybe I did it wrong. If this is indeed a mirror, please contact me as I'd like to correct my past mistakes particularly for DotF (the pit in the middle means multiple surfaces). Oh, one other thing is i'd advise you from over-lighting your model in the textures. Ingame, you will either have to not have a lightmap on the model (therefor meaning you must be *perfect* with your model's baked in lighting) and also create lightJunior spotlights everywhere (they only light the player) or put normal lights and 'double' your lighting. Either way, you need to light the player some how. Lighting the entire model with baking seems appealing but you can't forget that the player is going to be completely black if you do this!
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^ actually best option