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Singleplayer
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Windows 10, Ubuntu 18.04
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SomaZ liked a reply to a status update: Our official road map for JKA in 2021. What are you guys up to?
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Darth Futuza liked a reply to a status update: Our official road map for JKA in 2021. What are you guys up to?
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Mandalorian liked a reply to a status update: Our official road map for JKA in 2021. What are you guys up to?
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fullkevlar liked a reply to a status update: Our official road map for JKA in 2021. What are you guys up to?
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Aldro Koon liked a reply to a status update: Our official road map for JKA in 2021. What are you guys up to?
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DarthValeria liked a post in a topic: [WIP] Blender Bsp Importer
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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 Hm, hard to tell whats wrong, simply because this version of the addon is very outdated (note to myself: make a new release on GitHub).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
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SomaZ liked a post in a topic: CUSTOM SKEL NPC: Pic
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Hm, do you have cubemapping enabled? Cant tell from the images you posted. r_cubemapping 1;vid_restart
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RepJunkieJr started following SomaZ
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SomaZ liked a post in a topic: Lucasfilm Games is new identity for future titles
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Aldro Koon liked a post in a topic: System Lightgrid?
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Haha, what are they celebrating? "Surprise mechanics"? :'D
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@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.
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SomaZ liked a post in a topic: Reducing Passage portal flow + more
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SomaZ liked a post in a topic: Jedi Outcast Enhanced Texture Pack
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SomaZ liked a post in a topic: [Update] SW: New Beginning SP Mod
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SomaZ liked a post in a topic: Jedi Home III - Temple Edition
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SomaZ liked a post in a topic: [W.I.P.] (SP) Star Wars - Republic Intelligence
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SomaZ liked a post in a topic: If you message us as soon as you submit your file
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SomaZ liked a post in a topic: HUMANOID SKEL PLAYER: Kyle Katarn
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Nice progess so far! What I really want to see is removing the stupid shaderlist.txt. Is there any good reason to have it?
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What would cause light issues around a func-door?
SomaZ replied to fullkevlar's topic in Modding Assistance
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. -
What would cause light issues around a func-door?
SomaZ replied to fullkevlar's topic in Modding Assistance
Are you using misc_models for the geometry? Try spawnflag 4 on those models and recompile the map. -
DarthValeria liked a post in a topic: [WIP] Blender Bsp Importer
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Droidy365 liked a post in a topic: [WIP] Blender Bsp Importer
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Aldro Koon liked a post in a topic: [WIP] Blender Bsp Importer
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@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.
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Lancelot liked a post in a topic: [WIP] Blender Bsp Importer
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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
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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
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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.
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-samplesize 256 In bsp phase AND in the light phase
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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. ?
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GTA V on Epic Games Store for free.