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echoreece

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Posts posted by echoreece

  1. You've proven me wrong by doing what exactly? I never said what you are doing cant be done strictly with entities. I was saying a script would have been much simpler, and used less entities.

     

    I'm not saying I've proven you wrong. I was bringing to light your obvious contradiction in this post. You said that some things won't work without icarus. Right after that, you said it's fun to prove people wrong who say something won't work. So you inadvertently said it's fun to prove yourself wrong. Is that clear now?

  2. Theres a lot you cant do without icarus. Overcoming limitations and doing things that people tell you "will never work" is my idea of fun and interesting.

     

    So basically what you're saying is, if you don't use scripting, some things "will never work". :P

  3. Lol, I have a particular hate for anything to do with Felucia.

     

    Why? It's pure artistic beauty that murders everything.

     

    so many TFU requests

    it's like people think it's good or something

     

    As for what I would like to see..how about some more varied people from the cantina in A New Hope? Swear I haven't seen models for like half the people in there.

     

    Well he did say he'd do tfu. Following your thought, a h'nemthe would be sweet.

  4. Thanks for the help, that picture really seemed like it would work. Really. I can't see any flaws in it. It's really clear and easy to see how it works.

     

    The trigger toggles the bottom two, m0 (cropped out of the 2d view, sorry)

    which goes to the second two, m1 and m2. m1 has the 'inactive' box checked.

    Both sides have an activator, targeting the other side's relay, a deactivator targeting its own relay, and a music file.

    Two possibilities attempted:

     

    1. m1 targets the three entities titled music1. m2 targets the three entities named music2.

    Result: Each time I press the button, music2's file restarts.

     

    2. m1 targets music1, and applies target2 and target3 to m1a and m1d. m2 has the same, but with music2, m2a, and m2d.

    Result: First press activates music2's music, every subsequent press does nothing.

     

    In the latter I switched the order of target2 and target3, thinking it was important whether it hit the deactivator or activator first, but there was no change. I've checked, re-checked, and re-re-checked all the targets and targetnames and entity types to make sure everything is in order.

    tree.png

  5. That doesn't work if I only have one trigger for on/off. It has to target one, both, or none, not one at a time. The only way to branch off into separate alternating inputs I can find is target_randoms or target_relays with the random key (By the descriptions they work the same way). However that's random, and so I gather it won't reliably alternate.

     

    Then again I could be missing something obvious again.

  6. I'm making a map with a switch designed to change the entire theme and atmosphere, by activating some doors, func_walls, and such. I have two valid song files for each of these switch states, but I can't seem to find a way to apply both of them effectively. I'm afraid this is impossible, but I'd like to consult here before giving up or devising an incredibly ineffective method. Is it possible to create a toggle-able (looping included) global sound file? If so, how?

  7. Just to clarify, do you mean "*/shaders/" or "*/shader/"?

    I can't spot anything immediately wrong with the shader file.

     

    "*/shaders/". I just kinda blurted that out so it wasn't plural.

     

    I thought it was weird that there's all these references to "textures/ahnonay/" when there's no folder of that name actually physically there. Is that just a make believe thing I don't understand, or should something actually be there?

  8. here it is. Go nuts.

     

     

    textures/ahnonay/terrain_0
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    {
    map textures/yavin/dugdirt.jpg
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_1
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    {
    map textures/yavin/s_mud2.jpg
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_2
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    {
    map textures/yavin/lighturth.jpg
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_3
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    {
    map textures/yavin/ground.jpg
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_4
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    {
    map textures/yavin/rockwall.jpg
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_0to1
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/dugdirt.jpg
    }
    {
    map textures/yavin/s_mud2.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_0to2
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/dugdirt.jpg
    }
    {
    map textures/yavin/lighturth.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_0to3
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/dugdirt.jpg
    }
    {
    map textures/yavin/ground.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_0to4
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/dugdirt.jpg
    }
    {
    map textures/yavin/rockwall.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_1to2
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/s_mud2.jpg
    }
    {
    map textures/yavin/lighturth.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_1to3
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/s_mud2.jpg
    }
    {
    map textures/yavin/ground.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_1to4
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/s_mud2.jpg
    }
    {
    map textures/yavin/rockwall.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_2to3
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/lighturth.jpg
    }
    {
    map textures/yavin/ground.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_2to4
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/lighturth.jpg
    }
    {
    map textures/yavin/rockwall.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain_3to4
    {
    q3map_lightmapsamplesize 64
    q3map_lightmapaxis z
    q3map_texturesize 512 512
    q3map_tcGen ivector ( 140 0 0 ) ( 0 140 0 )
    
    {
    map textures/yavin/ground.jpg
    }
    {
    map textures/yavin/rockwall.jpg
    alphaGen vertex
    blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
    }
    {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    tcGen lightmap
    }
    }
    
    textures/ahnonay/terrain.vertex
    {
    {
    map textures/yavin/dugdirt.jpg
    rgbGen vertex
    }
    }
    

     

  9. Wait, you are trying to apply a custom shader to the terrain? or base yavin textures?

    EasyGen can brush the base textures on, so the textures fade into each other and look more natural. This creates (I think) two shader files that reference the textures to system/terrain. So I'm using base textures, but there's a custom .shader file.

     

    Quake 3 Arena shaders can be a bit different from JKA's, I know this from experience...

    I suggest you ask @Razish

    *runs*

    Thanks, I'll bug 'im. :T

  10. The terrain texture appears in gtkradiant when I build it. Also I know it compiles, because at one point I changed the skybox from caulk to yavin and it worked just fine. I'm wondering if EasyGen makes the .shader on default for a different q3 engine game, and jka is just different enough to cause errors. After all, it dumps the .shader in the scripts folder (which has none of jka's .shaders).

     

    I really don't know anything about shader files since I don't know what the keys mean at all. I've worked with them for skins before, but it was mostly copy paste from other skins' shaders and very vague understanding of the structure.

  11. I've always loved terrain. I've never tried it before really, but I've always wanted to. EasyGen is a great way to make untextured terrain. I mean, I painted the textures on it and it all looks pretty in that program. I export to .map and set the textures to system/terrain and system/caulk. The textures on the actual map are just base yavin. I have added the .shader file name to shaderlist.txt, and attempted to run it with the .shader in the shader folder AND with it in the scripts folder (I think it's shader, but all the tutorials I've found say scripts). The terrain texture has shown up every time as a blank texture not found.

     

    ...what am I doing wrong.

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