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Tempust85

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Everything posted by Tempust85

  1. It needs to be finished on MP, then ported to SP.
  2. I'm liking this but it is a bit too much green. Maybe a different menu button background color?
  3. @@Szico VII You can enable HDR and control tonemapping for your level, though I think HDR might be a bit buggy atm? You should make a map with ioquake3 rend2, then port it to JKA to help Xycaleth with making sure all features are in. I was doing this, but I'm busy with DF2 & JK2:HD and you're more capable.
  4. I put in the skinFile line & recompiled, but it's still not showing any textures.
  5. Found out the issue. It didn't like that I manually set the gridsize.
  6. Afaik, MD3 don't have auto generated LODs.
  7. @@therfiles You can use the key and value _rs 1 to receive shadows & _cs 1 to cast shadows on the misc_model_static. No matter what I do, I can't seem to make anything but the map itself be affected by lighting.
  8. Any player models or misc_model_static's in my map aren't using the lighting. I'm doing a full compile, minus bounce 8. Any ideas?
  9. I don't think OpenJK's rend2 has specular working, or at least it isn't in my tests.
  10. https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3
  11. - Doesn't load .skin files which is why the texture isn't working. - I've included a *flash, but the muzzle effect & blaster fire don't emit from it - Would like a FOV setting per gun
  12. Ok, so my first step is to load up the AK74 model and it worked but it's rotated like it was in one of your screenshots. I'll get to work on a test model later today.
  13. I've always been able to skip cinematics by pressing CTRL. May take a few seconds but it works for me.
  14. They say the third time you like it.
  15. Also to note, I'm using the old DF2 Mod's 02narshadda map with a few fixes. Shame it wasn't more complete, they only got as far as 3 minutes in.
  16. Yay it finally works for me. Now to get cracking on that view model.
  17. Here's a teaser: http://i60.tinypic.com/32zueld.png On the floor is water (yes I know, I so need to change the texture), complete with splashy splashy sounds when you walk There's drops that come from the ceiling, with sound on impact That bit of tech in the middle has a sound Added a locked door so it makes more sense how the Gran get down here
  18. Ok, that seems to work thanks @@Circa.
  19. Crashing: ------ Server Initialization ------ OpenJK: v1.0.1.1 win_msvc-x86 Feb 10 2014Server: kejim_post Loading shader text ..... .....2601 shader definitions loaded data is NULL ----- CL_Shutdown ----- Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ----------------------- Shutting down cmShaderTable..... FS_FreeFile( NULL )
  20. Ok so I've decompiled yavin1 to try and figure out how to do water. I can get it work, but I'm not getting the 'splashing' sounds when the player walks through the water. I don't see any triggers set up to play the sounds, so I must be missing something else?
  21. Got 3 errors in Release & Debug: error C2228: left of '.GetWinVars' must have class/struct/union tr_init.cpp 1479 1 SP Vanilla Renderer error C2228: left of '.PD_Load' must have class/struct/union G2_API.cpp 743 1 SP Vanilla Renderer error C2228: left of '.PD_Store' must have class/struct/union G2_API.cpp 764 1 SP Vanilla Renderer
  22. Post here if you need any models made.
  23. Thanks. I was seeing if I could save some BSP space.
  24. Ok so I've noticed when I'm using misc_model_static instead of misc_model, I don't get the same kind of lighting. It usually looks dull even though there are lights directly above the models. Is there something I need to do to get the lighting to work or is this just a drawback of using misc_model_static?
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