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MaceMadunusus

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  • Gender
    Male
  • Location
    Nebraska, USA
  • Interests
    Level Design, Video Games, Soccer, Adventures, Hiking, Girls, Food.
  • Modding Interests
    Modeler
    Mapper
    Scripter
    Shaders
    Texture Artist
  • Gaming Specialty
    Moviebattles 2
  • Operating System
    Windows 10 64-bit

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  1. We did it through MBs game code, which uses the original SDK release rather than the source release. So unknown if anyone else did anything similar. It isn't in our OpenJK fork. Well you can look at the .menu files here on our text repo: https://github.com/MBII/TextAssets it is set up pretty modularly in comparison to the old MB UI, and probably in comparison to the base UI as well (been too long since I've looked). Yeah, I'm just talking about the initial launch where JA starts at 800x600 resolution. If you use a higher resolution font so that it doesn't pixelate out for higher res monitors, the text becomes unreadable on that initial launch which also makes changing the resolution to 1080p+ a bit of an eyesore. MB makes an attempt at bypassing that a bit through our launcher. To be clear, I'm not saying the original UI doesn't need a facelift, overhaul, and updates to its flow. I just think this goes too far, and that a lot of the UX "best practices" have resulted in everything looking and feeling the same. You can have a good UI without following the rule book to a T and still having a unique look. I have found many modern UI/UX people think making the screen look clearer/cleaner is actually better for UX, when in fact it adds way more clicks and time to navigate menus. Sometimes just put all the character customization on the same page, but make it look clean, rather than putting each separate option behind its own fancy animated menu kind of thing if that makes sense.
  2. Yeah this is a limitation of the game, it is possible to work around but requires changes to the code. We were able to make the change for Movie Battles and it made UI creation way easier. However, if you're just wanting to limit the mod to UI-only that does limit you quite a bit. I forget what exactly what the process was for fixing it as it was 8 years ago, but it is possible to fix. Also just a personal preference thing so don't take it too harshly, but this just feels like every other modern game, like there is no more soul. If that is what you like then fine, but just feels sterile. The way it is currently setup won't work very well on first launch, that text will get all blurred out and impossible to read. Will only work if people can change to an HD resolution before launching kinda thing.
  3. Things you need: GTK Radiant 1.4 or 1.5 Adobe Photoshop Nvidia Normal map Filter Plugin for PS Any program you can use to edit/make textures (such as Photoshop or Gimp) And of course the game itself. First, you need to make a texture. Heres the one I made, it does '''not''' have to be exactly like this to work. Once you have the texture, and the Nvidia Normal map plugin installed, load up Photoshop (If it isn't already) And load your texture. When your texture is loaded, go to Filter>Nvidia Tools> Normal map filter. This window should pop up. There you have to play with some of the settings till you get a result you like. Note: With JKA you do not want a highly detailed normal map. Use the scale window to change how much depth it will have. 10-20 should be alright for now. When you are done you should have something similar to this. Now before we go and try to compile this, we need a shader. Its very simple and easy to use, here ya go: [i] textures/amace_leviathan/wall3 { q3map_normalimage textures/amace_leviathan/wall3_normalmap qer_editorimage textures/amace_leviathan/wall3 q3map_lightmapsamplesize 1x1 { map $lightmap rgbGen identity } { map textures/amace_leviathan/wall3 blendFunc GL_DST_COLOR GL_ZERO } }[/i] The q3map_normalimage is of course your actual Normal map image file location. the Q3map_lightmapsamplesize is what quality it will be made during the compile, lower number = higher quality but more space on the BSP. (Of course edit it for your own texture paths and other needs) Now once you have the shader, the images, and the shader applied somewhere in your map close to a good lighting source you should get a good result, although it is very picky at times. (Once you compile) How to apply Func_Groups in-editor to make your map less GFX intensive. Here is how you should put this method into your maps. Select whichever brushes or patches you wish to have the normal map on. Right click on the grid and go to func> Func_Group in the menu. Once that is done and you still have the brushes or patches selected hit N on your keyboard. Add these keys and values into the properties of the func_group. Key: _lightmapscale Value: .0125 The value number you may choose for yourself. The lower the number, the higher the quality. The High the number the lower the quality. (Default is 1) This allows it to single the high lightmapscale to the one area rather than the whole map, making your map more optimized and better performing as well as taking less time to compile. Now compile your level and go check it out! Here is my result after getting it in-game. For those that are wondering in the comments, there are many ways to changing how the normal maps work. One of them is just using -patchshadows compile line in the Light stage of the compile. (That one you see above, with everything else the same) Note: This only works when using your normal maps on Patches. Among that being one method to changing how your normal maps look, you can also use this line which you see in the shader above: q3map_lightmapsamplesize 1x1 Increasing the numbers lessens the quality and amount of Light Data needed in the normal map. -MaceMadunusus ===Mac notes=== Note that there is no mac-compatible Nvidia Normalmap Filter Plugin for PS. Normal Map Generator achieves pretty much the same thing.
  4. There is probably more at play here than just simple compile lines, like sun shader settings, detail vs structural not simple enough, unrestrained lightgrid, an underpowered computer, etc. For a map like this, I don't personally see the point in doing a bounce compile.
  5. The -fast compile parameter is the cause of that. If you read what fast actually does below, you'll kind of understand why it does that. You can do what the wiki says above to compensate, but you can also do things like a key of _mingridlight in the worldspawn, with a light value for the value and it will bump up the light grids ambient value only rather than the entire map. However, I would just recommend removing the fast parameter from the compile and doing things the normal way. I have personally found bounce 2 to not be worth the compile time. The detail is negligible in-game and most people wont notice unless you have a specific case that takes advantage of it. Which these maps definitely do not do. I usually do bounce 1 instead. Using super is also part of your issue, again to quote the wiki: This is the light parameters I use for a majority of levels: -light -patchshadows -v -samples 4 -thresh 0.1 -bounce 1 -bouncegrid Depending on the level, I'll add things like -filter, -samplesize, -bouncescale.
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