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Posts posted by Pande
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You could send it to me to?
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That's because MB2 maps are siege, and the mapper didn't include any FFA map spawns on it.
You could hex edit the BSP and change the name of an info_player_start_red to info_player_start[][][][]
Or you could ditch KotF and play the map for real against real people in MB2 and support the legal mod community.
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So we're downloading ALL of filefront, AGAIN? I took part in that when it was supposedly going to poof, and downloaded 1/10th of the site along with a few others. But I don't have those files anymore. :/
Also just FYI, it's the entire network. I just tried CoDfiles
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On a side note, 'Title says it all' is a phrase that really bugs me. Because it is NEVER used as the only phrase in the post. It's always accompanied by other info, yknow.. the info that the title supposedly said.
Besides if the title really said it *all*, the title would be 42.
Anyway, more info on what the project is, how the characters are, maybe some sample text so we can record it and send it to you?
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^ as in now, they are broken again in current OJK? Or this fix you mention is the current method?
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I encountered this problem a lot and when I finally solved it I was quite overjoyed. Szico may be right in this instance, however it's still good to know the fix, right?
textures/dotf/vines1{qer_editorimage textures/dotf/vines1surfaceparm nomarkssurfaceparm transq3map_alphashadow{map textures/dotf/vines1alphaFunc GE128depthWrite // writes the alpha map for other stages to use}{map $lightmapblendfunc GL_DST_COLOR GL_ZEROdepthFunc equal// sets the alpha to the same as the stages that wrote it}}Note this only works with alphaFunc. Blendfunc blend is a no-go, it will look ugly no matter what (only in some cases though, depending on the lighting. It's wierd). -
I always wondered why they carried their guns when they had that little talk.
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Something about this guy I want to see as a game model.
(Dengar)
Barricade24, Bek, Omicron and 1 other like this -
My LucasArts folder and all the other folders are read-only.
You sure you are not trying to access the disk's files?
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Those are patches.
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if you ctrl + k (link) an md3 model to any entity, it will follow their paths. Func_door, func_rotate, etc. On func_breakables it will disappear with it.
Cover the model with physics_clip, and make that clip brush(es) into the breakable and set appropriate chunk type.
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Use a patch to bend the flat texture, I think is what he's getting at.
To make the patch more circular as opposed to Bezier, bring in the corner control vertices a bit from their corner.
Like so:
https://jkhub.org/images/F1MxwKA.png
It will look a bit pointy at the corner in radiant, but appears fine ingame.
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seriously tho what read-only files?
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protip: /bind f12 screenshot
Pro-er tip: /bind f12 screenshot silent
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Alright cool. Next time I upload a file, if this happens again (I WILL BE REALLY MAD no, jks) I will try it on a different computer before finally submitting it.
Circa likes this -
I'm trying to submit my map, and not able to. After uploading the .zip containing my .pk3 and readme, (it does upload btw.. I can see upload bandwidth in network monitor and there is a blue bar chugging along on the upload widget) I get this:
- Pande_JKG_Spaceport.zipNo file was selected for upload
And after submitting anywhay, this:
There was an error processing the file. Make sure that after selecting your file that you click the 'Attach File' button before submitting.
But there is no button anywhere that says Attach File. What is that referring to?
@@Circa and @@Fighter, I provided a temporary link off-site instead, but when the file is approved can it be changed to a jkhub one? I don't want to subject downloaders to a slow download.
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I think you're referring to HDR there. Bloom on its own is pretty much the same as JKA's dynamic glow.
The two do combine though, good HDR feeds into bloom so when the HDR makes the screen really bright the bloom acts on that. Plus JKA bloom is per shader but real bloom is pixel value based.
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Besides, dglow in JKA doesn't support per-shader controls for it (all the controls that are in r_dynamicglow* ) which basically makes it a one-size-fits-all-but-poorly solution for making glowy things. Plus it looks terrible on thin objects that are seen on an angle and has all sorts of artifacts.
Also.. it's not exactly dynamic. In fact it's pretty linear. Bloom is much more dynamic, it responds to everything on the screen at once and changes when the visuals do.
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The head is quite off from the reference
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The warning means that the engine can't make a collision plane for a part of a patch mesh, which may result in being able to pass through patches in a certain way. Make sure you haven't hidden sections of a patch mesh by collapsing them into the neighbouring vertices. I'm not even 100% sure though that that is what causes a degenerate patch (which is what causes cm_gridplane error) but it's my best guess.
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Surfaceparm trans is what deals with vis, whereas surfaceparm nonopaque was introduced to allow light to pass through a surface (even structural ones) but I suspect may be completely deprecated now (trans takes on the same properties). I think it used to be that surfaceparm nonopaque would allow you to completely let light through even without surfaceparm alphashadow, but now you need surfaceparm alphashadow and surfaceparm trans to do that.
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You shouldn't use caulk for the sides of glass in the first place, that's what nodraw_solid is for. Or make the glass a detailbrush. Otherwise chances are it'll be determined to be solid as far as vis is concerned, keeping the stuff behind it from being drawn.
Caulk and nodraw_solid are identical shaders
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Use a panoramic photo and use tcmod scroll
Omicron likes this -
The exporter is assuming q3, you can see it in the file path it is adding baseq3 after Star Wars Jedi Knight Jedi Academy/ and not even including gamedata. I have been using mrwonko's plugin for a while now, if you want next time you are on irc I will show you how to get it from Blender to scale using a template start up file I have.
DBM Review Video
in Art, Media & Technology
Posted
Well, the one guy is almost inaudible