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SomaZ

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Everything posted by SomaZ

  1. I guess I'll remove the cg_shadows 4 support for misc_model_statics though. It's very limited. Only 16 shadows at once. You could try starting up yavin2 and see the mess its creating.
  2. Added the cg_shadows 4 code, now also workin with ghoul2 models:
  3. SomaZ

    Happy Halloween 2017!

    Finally! I made it to the front page! Hahaha, jokes beside, congratulations Langerd. Well done.
  4. Why did you remove the shadowplane FX check in tr_mesh though? Pls keep this clean, you added it in cgame, then use it.
  5. Problem is that they are slow af. Need a better way of getting their depth buffer first. Tried to Port them too, was in the Last commit.
  6. Ashura made good progress with maxscript though. I guess he don't want to switch to Python after all the stuff he has already written.
  7. I checked if this would be possible. Short answer, it is. This would be super nice of course, but I don't really have the time to read into this. This would save a lot of work long term and would also probably open doors to other modelling suites. Problem is though that the setup for 3dsmax is more complicated as for blender and I'm kind of lazy getting a fresh copy of max right now. Hm, will think about it.
  8. If I remember correctly you can target the scriptrunner from worldspawn. So the scriptrunner gets the "targetname" "follow_player" and the worldspawn "target" "follow_player". The script should be automatically executed at level load then. (IF I remember correctly) Is it running at map start or not? Else, give the npcspawner the "follow_player" script as spawnscript?
  9. This is also wrong. Just because you are used to 3dmax doesn't mean the UI is bad. It's just different. Maybe not as intuitive, but still, nowadays the UI is very organized and clean (getting used to max was a real pain in the pooper back in the days). Took me like a week to get used to blender. Now I don't want to go back. People tend to think that software that is opensource must be horrible to use. Use whatever fits your workflow best, but pls guys, stop spreading bs about something you never really worked with because you were lazy getting used to it... Ok, enough of this rant. :x
  10. Lol, tell me 5 features Blender doesn't have. I highly doubt this statement. If you haven't tried Blender in like 12 years you should try it again.
  11. Can I trigger a NPC_spawner with an Icarus Script? Also multiple times?

    1. Show previous comments  3 more
    2. SomaZ

      SomaZ

      somehow this doesnt work. set the count to 15 for testing, but the trigger_multiple simply doesnt respawn the npc when its dead.

    3. SomaZ
    4. Fire Phoenix

      Fire Phoenix

      Add targetname key for NPC_Spawner for example targetname alora1 and the same NPC_target alora1 also add count -1 and then simply write a script to use alora1

  12. Yea, that was the plan. I will make a light editor in Blender though, simply because it also give me good references to tweak the renderer to look correctly.
  13. Because it's a simple dlight. They are simple point emitters. They don't know anything else besides that they exist and that they emit light. The light fixture is non existent in the great mind of the dlight. We will do something about this, but first I need a proper tool to build lights. Because of that, the Blender stuff.
  14. Maybe because there are no dlight shadows atm?
  15. Looks correct to me. Only thing you could try is choosing a higher subdivision level. But I still have no idea if it changes the collision model. I will look at the q3map2 tesselation code tomorrow and will tell you if there is a way.
  16. You could try the -subdivisions 0 (0 already increases the subdivision level of patches) flag in the bsp phase of q3map2. No idea, if this changes collisions though. Edit: Do you have -patchmeta in the bsp phase btw?
  17. Check this: https://jkhub.org/topic/7468-rend2-a-modern-renderer/
  18. Isn't there a download link in the rend2 thread ?_? Problem is that it only works with an older OpenJK version. Limitations are the same for polycount and vertecies per object. GL2 is DF2 exclusive right now, except the JK:Enhanced version, which is also only available as source code. Warzone renderer has a JK Galaxies port, else it's only available for warzone.
  19. Ah, good to know. Every vanilla text file from the game seems to be an "utf-8 without bom" encoding, at least that's what notepad++ says. This may be different from version to version (steam vs cd)?
  20. Also, it's kind of a bad idea using the same shader name that is in use by the base game. If you are using models/weapons2/blaster_r/e11 as shader name/path that should be fine. Else it could be conflicting with the base weapons.shader.
  21. maybe this is the problem? Export the md3 again without a file extention for the image/shader.
  22. Just download Ahuras Bryar replacement. It uses shaders, also the view model one.
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