Jump to content

SomaZ

Members
  • Content Count

    370
  • Joined

  • Last visited

1 Follower

Profile Information

  • Gender
    Male
  • Modding Interests
    Coder
    Modeler
    Mapper
    Shaders
    Texture Artist
    General Modding
    Jack of all Trades
  • Gaming Specialty
    Singleplayer
  • Operating System
    Windows 10, Ubuntu 18.04

Recent Profile Visitors

2,340 profile views
  1. Ah sorry. I missed your message. Hm, hard to tell whats wrong, simply because this version of the addon is very outdated (note to myself: make a new release on GitHub). You can get the latest version when you download the current code from GitHub. You need to repack it into another zip file though. Extract everything, and pack the "import_bsp" folder into another zip file. You can install the new zip file afterwards. You might need to restart blender after you installed it. The only Blender versions working with the latest code are Blender 2.83 to 2.91. If you still run into problems, you can
  2. Hm, do you have cubemapping enabled? Cant tell from the images you posted. r_cubemapping 1;vid_restart
  3. Haha, what are they celebrating? "Surprise mechanics"? :'D
  4. @AngelModder I'm currently writing a tutorial series regarding precomputed lighting in id tech 3. Lightgrid is also part of it ofc. I do this to educate people to use my blender addon for baking new lighting in blender instead of using q3map2. If you have questions regarding lighting right now, you can ask me on discord.
  5. Nice progess so far! What I really want to see is removing the stupid shaderlist.txt. Is there any good reason to have it?
  6. You put all the brushwork into func_statics? Can you show us the topology of your hallways? It's hard to find a solution from just a few ingame screenshots and a desciption.
  7. Are you using misc_models for the geometry? Try spawnflag 4 on those models and recompile the map.
  8. @Aldro Koon I have no idea about how the network code in jka and also in ja+ works. You should ask someone more knowlegable about this.
  9. This is mainly a tool to fix things you can never get right in radiant. Sometimes vertex normals end up not beeing smoothed or you simply pull your hair out trying to get some nice lighting. (Vertex normals are used for "phong" shading, so you can actually force faces to be smooth in my plugin after compiling a map) So basically you can use this to beautify your maps afterwards. You don't need to decompile the map or else. Just patch the bsp file directly with this addon. Yes, we can actually entity mod through this. This is basically unfinished, but it already works like a charm. I
  10. Upcoming new Features in the next update Blender 2.83 support Light baking in Blender: Entity modding: MD3 Import: MD3 Export: If somebody is interested in testing: Current development branch https://github.com/SomaZ/Blender_BSP_Importer/tree/ent-lighting-modding
  11. The sample size tells q3map2 the size of a lightmap pixel in game units. So, if you decrease the sample size, your lightmap gets more accurate and vice versa. The game hardcodes the max lightmap count to 256 I think, and your compile said you had 566. So you needed to reduce the lightmap count. Increasing the space covered by a lightmap pixel means you can put more surfaces into one lightmap -> you'll get fewer lightmaps. Now you can try decreasing the sample size again for your compiles to get some better lighting untill you reach the lightmap limit of 256.
  12. -samplesize 256 In bsp phase AND in the light phase
  13. Looks like you might have too many lightmaps in this bsp for the game. Try increasing the sample size for your compile. Try a samplesize of 256 first to check if that's the problem. And make sure the bsp phase gets the samplesize parameter as also the light phase. ?
  14. GTA V on Epic Games Store for free.
×
×
  • Create New...