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Everything posted by Pande
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Couldn't find any issues. Also couldn't test glm export though because I kept getting invalid base path error and after 2 minutes testing different paths I gave up. ;p One curious thing though, what's with this?
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FFA3 Full Version by MoonDog - Admin Coordinates
Pande replied to Marth's topic in Jedi Knight General Discussions
http://jkhub.org/files/file/1761-ffa3-master-version-full/ -
Dude.. whoever is luke in that video is a fuckin baddass
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Try these (it's not all of it but some, just to test) http://www.wikiupload.com/QM57KLW93JAUVS8 And can someone else download and confirm this issue? I downloaded and was able to open just fine. Thanks edit: Are you sure that line is correct? 141349 doesn't exist: http://i.imgur.com/c8L1FUl.png
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I don't understand this, does it affect me?
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You could keep the ase models and manually clip them?
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What Ever Happened to Psyko Sith's Darth Malgus Model?
Pande replied to DarthDementous's topic in Mod Requests & Suggestions
Dude.. that.. dayum. -
I highly doubt that if you made the models from radiant originally that they are too detailed. Besides, if they were, you'd first run into (if auto-solid) max_map_brushes (auto-solid makes brushes for every model triangle and covers them in clip)
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heh, dat sculptability.
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Neat, I didn't realise Noesis is free. Converted fine, thanks Update: well I found nothing wierd about it. But yep use that .shader
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My converter can't read your md3 files, first time I've ever seen that. Can you make an .obj file from Max?
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Togglable lights do exist, unless removed in rend2 They toggle different lightmap images with size of bsp increasing dramatically if two areas overlap. Dlights that flicker are totally different
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For your future reference, I tried making a desert in JKA by inserting a misc_model or a misc_model_static with a gigantic md3 mesh. The results were really interesting. With the _static, the model disappeared frequently due to the way static models are culled from view. It also disappeared if I travelled far from it's origin. The real killer was also the vertex mapping, which just sucks. The misc_model was more fascinating. Because of the amount of lightmapping required, I actually caused a bug in the game which I've been able to reproduce in just about any map as long as there is enough light data being compiled. That is too much light data is saved to the BSP and the game has serious visual errors, such as transparent textures, black textures, black MENUS (yes it's THE ENTIRE game, not just map surfaces! ), entirely wrong colors in menus (green text instead of yellow), or my favourite effect: Every single surface takes on the image of the first frame when you spawn in, so it goes all green with the protection bubble. That is really, really cool to look at. Here are some examples: These limits are not hard to hit
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If I remember correctly (I may be wrong I haven't used water in like 6 years) water brushes must be square (just like fog brushes) to act properly. And yep, make sure it's caulk water ALL over it. Using clip tool for example could screw this up without you noticing. To be safe, just select all the water brushes (MMB on their texture, shift + a, invert selection (i), hide (h) ) and reapply caulk_water to all of them, and then reapply the water shader to their top faces. edit: by square I mean no angles to any faces
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It seems you have some issues with face splits, can you post the .md3 model and I will experiment with it a bit?
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And JKG has a launcher built that we could surely donate to the cause if need be, with some things changed around.
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I don't do Icarus scripting, @@therfiles is the resident Icarus master as well as the people working on Dark Pastime.
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Effect images are located in the gfx/effects/ folder. You can also replace the .efx files if you wanted. Rate of fire is code-side unfortunately.
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Optomized needs to be off as well. Just turn everything off
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^ in that case what is needed is a community launcher that pushes standard canonical mods and makes it super easy to download them, and then try to get that popular. Making each and every map popular is a lot harder, and on top of that getting OJK and JA++ more attention, it's all too spread out. Need centralization. The more servers running up to date things with clear instructions about how to get your files the same so you can join, the more awareness all these things will get.
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Ah, I see. That might be doable with scripting on entering/exiting the club, however there is this problem: A global sound will play full volume throughout the level. Activator sounds will play on the player that activated the target. Global and activator sounds can't be combined with looping. You won't be able to loop the music, unfortunately. However.. if you knew the exact length of time of the music (+ you could merge a bunch of songs together) you could have it loop in the script.
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I have accumulated a lot of unused or deprecated Radiant cruft over the years... so I decided to throw it all together into one file so you guys can pick it apart for useful stuff. http://www.wikiupload.com/UDU6CJDZEKAHAYK Included are: Coruscant skyscrapers (inefficient for full-scale use, hence I made them into models in Blender *note: models not included*)Theed bits from Episode 1 scene (where Jedi jump down from a walkway and beat up some droids)My prefab pack which is super-efficient brush and patch workA little Corellia themed map I startedSome hallways and bridges that never got usedI hope someone finds a use for any of these things! Pics: http://i.imgur.com/2t60I8N.png http://i.imgur.com/OJrkTJa.png http://i.imgur.com/13Ix2ot.png http://i.imgur.com/ba8zlNg.png BONUS: Emperor's throne room .blend, I briefly worked on this with an eye towards MB3 http://www.wikiupload.com/52ETBK11D2CUH2U
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Can you show a picture of what you mean?
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Mappers: What editor/version do you use, and why?
Pande replied to Boothand's topic in General Modding Discussions
If I am going to do terrain in Radiant I do it with a brush that looks like this: Because you can't break it as you described in the first post unless you drag one of the face vertices past the back vertex (the apex). I use .md3 for models from Blender but .ase works too.