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Posts posted by Pande
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Use a func_breakable and target a misc_model_Static to it instead, or use a model2 key on the func_breakable.
I've heard nothing but bad things about misc_model_breakable, to the extent where it actually isn't present in the gtkradiant 1.5 entity list because it's that broken.
I also understand there's been a lot of fixes to it in OpenJK however, by eezstreet
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Whose dat rebel guy in the back? From Battlecry?
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You can, it's just really dim. I mean really dim. But I remember going through the mines without stopping (the bugs are so slow that you can just run past them and take ~15 damage total over the whole thing) and the crystals on the wall were enough to see corners and such.
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@@Jango40, actually all of eez's posts in this thread have been remarkably constructive and mature considering the viewpoint you would expect him to have after the ordeal the he and the MB2 devs had. He's making some solid points and speculations about the mod from a much more insider point of view than most of us could give - would you rather someone else posted those thoughts, without any knowledge of the internal affairs or years of experience with the game? It would certainly be less credible.
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That reminds me.. cascading shadows needs to be able to happen twice because Tatooine has 2 suns
Omicron, Darth_Bothersome and Futuza like this -
Just so you know, square cylinder's light with smooth phong shading around the edges, rather than hard like brushes. This can be useful, in some cases, but I doubt this one.
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Btw, I don't have dDo2 and I find I can do just as much with vertex paint tools in Blender, and some manual gimp'ing. But ho boy, is it on my wishlist. Xnormal is the best I have right now.
Rooxon likes this -
Sorry, I meant in terms of me baking things (yeah, from high poly). Specular is something I do in image editing only, but yeah it would be included.
DT. likes this -
As this is my favourite gun ever, I offer my texturing services for the creation of normal and diffuse maps.
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You must do a hair tutorial for facial hair like that, it's nice. Btw, nicely done making it go higher up the cheek - definitely getting closer!
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This is missing <deviance> <samples> at the end here, if it is sunExt
q3map_sun/q3map_sunext <R> <G> <B> <Pitch> <Yaw> <Roll>
These control penumbra of the sun lighting.
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Closer, still think the chin is too thin. Some of that may be fixed not at the chin but by pulling the jawbone more flat towards the front of the face. Getting that roundness around his chin/neck is important to his face.
He has a little more facial hair up his cheek, but it is sparse.
His eyebrows are also a bit taller and don't go so far towards the corner of his eye.
His ears are also not as tall.
Finally, his nose. Did he go suntanning and leave his Breathright nasal strip on?
DT. likes this -
I didn't go through very far, as this jumped out pretty quickly:
- /cg_dismember <0-100> - Can be a number in the range of 0 to 100, and sets the dismemberment probabilities. 0 means never, whereas 100 means every time a player dies from a saber hit of appropriate damage. This will not do anything for clients that do not have their cg_dismember cvar set appropriately. Be warned. This setting can slow down your computer
It only has off, low, medium, high, very high. 0 1 2 3 4, not up to 100. It also doesn't slow your computer down. It adds ~10 tris per dismembered limb and does some math for the dropping of the limb onto the ground. Nothing that isn't already happening in 100s of places on your screen.
Also this:
- /cg_draw2d <0-1> - Allows the HUD to be turned on and off.
Disables more than just the HUD. It also disables any text printed to the screen, including centerprint.
Onysfx likes this -
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Don't fall Kyle, that glass might break
Stoiss likes this -
Could make a custom NPC flag playermodel with animations and spawn it as an unkillable NPC in the map and surround it in a brush so it can't be targeted by crosshair.
Btw, what's going on with the right side of the top of this arch?
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Targeting a light at an info_null is easily misunderstood to have an affect on the 'distance' of the light. In actual fact, it doesn't, it only switches the light from 360 cone to a more focused cone. The distance is a combination of light strength, light scale, falloff type, and is focused by radius.
For e.g. if I want to have a light for a streetlamp, I would probably use a high light value but a lower scale (because these lights tend to cast very far but not actually very bright), and I would set the radius quite large since they use reflectors and such inside the lamp to cover a broad range.
light/8000
scale/0.25
radius/2000
Untested values, but I think that's probably pretty close. And of course, color. Now just target it at an info_null or use angles, but I find it's easier to just use the info_null - it gives you an obvious visual cue that the light is a spotlight, in the editor, and it's kind of impossible to mess up the angles that way.
Note radius is only used for lights with a target/angles.
Boothand likes this -
Lol, /thread.
And once again, see my signature. Actually, it's funny how 'mature' you type now, then read my signature minus the [ ] edits where I fixed grammar and spelling.
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+1
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There was so much magic to those games
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Once you have the IO problems sorted, the next step is to make a better normal map. It's clear that an texture->normal map generator was used and that results in obvious ugliness. Here is what you can expect it to look like:
https://jkhub.org/images/xl9knzp.png
You'll need to render a normal map from a 3d program or convert a heightmap into a normal map the same way the door texture was done, or using a program like Xnormal.
Boothand likes this -
Get 2.69 now, but yeah ^ above method is how I converted your models from your PM.
http://www.youtube.com/watch?v=SRtn9KO0omY
Here is mrwonko's tutorial video.
A few things to note: md3 models are tied to their folder, so for example the barrel model which points to barrel_dif.jpg in barrel/ , neither files can change location. You cannot rename barrel/ to caustic_barrel/ or something, because it will break the texture location that is referenced inside the md3 format. This is for example why the pot plant doesn't work despite it have a tris.md3 and a texture file, it was compiled for another format (Unity) and uses a skin file that JKA and radiant do not support.
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Omg, this code revealed to me how one shoves the player along the ground without having velocity stop them.
//Shove us backwards for half a second
VectorMA( ent->client->ps.velocity, -200, forwardVec, ent->client->ps.velocity );
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
if ( (ent->client->ps.pm_flags&PMF_DUCKED) )
{//hunkered down
ent->client->ps.pm_time = 100;
}
else
{
ent->client->ps.pm_time = 250;
}
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION;
I have been looking for how to do this for an entire week.
Best of luck with your conversion btw! I am just so happy to have found this.
katanamaru and therfiles like this -
Afaik, Set_undying only works on NPCs and players
rd-rend2 (old thread)
in OpenJK
Posted
This is gonna be epic. That looks great xyc!