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PreFXDesigns

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Posts posted by PreFXDesigns

  1. 2xBfn6J.png

     

    Hello everyone!
    Weske and I would like to share the highlights of this years JoFBall tournament. 

    JoFBall is a yearly tournament, exclusively hosted within {JoF}, where every members can participate in.
    JoFBall is an upgraded version of Kyleball (original idea by ZantuS) where two teams contest for the ball by using their saber to score goals. 

     

    JoFBall tournament 2022 final highlights : Ultras 10 - 4 Yes.

    Video recorded in Jamme and edited in Sony Vegas.


    In case you are interested in playing this unique event, you are welcome to join the {JoF} Public Server (IP: 135.125.145.49:29070 or JoF.JK3.in or JoF.JKA.io or Public.JoFHub.eu) where the event is hosted once in a while. If you are interested in joining our clan, feel free to make an application at https://jofacademy.eu/

     

    If you have any further questions, feel free to comment or to contact me through PM.

    PhreaKy315 and Aldro Koon like this
  2. On 1/20/2022 at 8:44 AM, Aldro Koon said:

    @PreFXDesigns Do you seperate between detailed and structural brushes in radiant? That should impact compile time quite much and it will also affect fps performance ingame. All brushes inside of a room should be selected and made into detail whereas every brush touching the surface outside (void) should remain structural.

    Of course 🙂 The anfield (stadium) map is quite big and there i noticed lower performances during testing. I fixed it by setting detail/structural brushes, but the better performance mostly came by setting all hidden brushes into caulk. More specifally all brushes behind the stadium that you can't see anyway. 

     

    On 1/19/2022 at 8:31 PM, MaceMadunusus said:

    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.

    Yeah you are probably right and yeah i don't see the point in doing a +15 hour compile anyway.

    I appreciate you guys trying to help out this noob 🙂 

    Aldro Koon likes this
  3. On 1/17/2022 at 11:49 PM, MaceMadunusus said:

    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.

    Thanks for the reply!

    I tried setting up a custom compile in Q3map2GUI with the following settings like you described: -light -patchshadows -v -samples 4 -thresh 0.1 -bounce 1 -bouncegrid.

    I was optimistic that I wouldn't take too long. I started compiling 19:45 my time and when I woke up to check my pc at 7:45 it was still running 😞

    Gpx9YvS.png

    Isn't there a faster way to solve this or do I really need this bounce? It seems that this is causing such a long compile time.

    Thanks in advance! 

    Aldro Koon likes this
  4. Hello everyone!

    I'm PreFX and I'm a member of Jedi of Freedom (JoF). I'm an experienced skinner but still quite new to mapping.
    This map you are about to see, in the spoiler below, I have made for JoFBall. This is an upgraded gamemode of Kyleball. Some of you might still remember kyleball, it's a football/soccer themed game.
    In JoFBall we have replaced the 'Kyle npc' with a ball (edited sentryball) and have scripts running that prevent you from dying on the pitch. This new map allows everyone to play on the same time instead of having to take turns (3v3) in the original Kyleball4 map. I'm really proud on what I have achieved in such a short time period (+/- 3 months).

    Spoiler

    l-JOLhhtjeX0_R9jtMhQL0eiGlexn8MpL6guwUGYvQKzHOfqe54zSeB6Tpih3hbwEC6DVAs6M3gxZBLxFdV-EBSA2oiNqA6ndcoUjTg1yY_gp0CnIShjxLSFCrCcxddWS47AUdSq

    QPZ8gUOnSZ5OgluAPQcSIyjcvVv4SKq9A-6-UUzDHRX4FmHbVG7w8UDS2VTuJF7vv5-5bSa_Q1eoVFjQybBfeZyqjjwVA7wUEfPtK73HiKlWHIzYbGjodr_fFWwVDfKh6ihWc0Vz

    9u9NkvlmBhiCwmlxtK8dYHrF7sassD5R34o2igv2F4iF_j5UfYTXoDnrFFFvXkm-QPmxfh7Pbn6J1T8cFPHls68w-BGpfzA7zM7R6V0LXssnzilMej1aOJug6DoGcBs7OfUnDA0s

    N1_-gdAtU3z2ATQtyHGMgVsY_9V2k_MSXqewbBs9clnl9IQWANbAoCVu1jLv8bnyAh_Xpo6JIZ2LEPblmIBh0M_gYCnQRZBrm1e7WsGYItZINIU-YgAItvfRKpSUCDOxSHBKFld-

    The issue I have is that the playermodels tends to be very dark in most spaces with a fast light compile. However only in the stadium (Anfield) it seems to be rather okay. Perhaps this is due to the larger open space?
    It seems that the character is also brighter while being in the air, i think this is due to the red/blue panels in the arena (1st & 2nd picture) and the bricks in the street map (3rth & 4th picture) blocking off the light.

    XSDBvKr.png

    Below you can see another demonstration on the difference between a FINAL(BSP, Full VIS, Full Light) and FINAL (long time compile) from the Q3map2GUI compiler.

    You might think, why not go for a final long compile? Well, I tried this for only 1/3 of the map and this already took over 8 hours (still at bounce 2 at that moment ...).

    PImdPq8.png

    I noticed in the Q3map2GUI compiler that you can choose a ton of options. Perhaps it is possible to fix this issue by making a custom compile without it taking to long to compile?

    PKyGUPV.png

    I would really appreciate if something could give me his/her expertise on this ❤️ 

    Greetings,
    PreFX

    Aldro Koon and DarthValeria like this
  5. Hey guys, I've been working on a skin (Toshi's Luke: https://jkhub.org/files/file/1006-toshis-rotj-luke-skywalker/) for someone, but I've encountered a problem.

    The problem can be seen down below:

     

    ZSEWmLs.png

     

    I have encountered this only once more before. I'm very curious how to solve this, could someone please help me? I have no idea if it affects the gameplay, but I would rather hand over a skin that is 100% gameplay proof.

     

    Download link incase someone wants to take a look at it: https://ufile.io/nzptg6pd

     

     

    Greetings

     

    PreFXDesigns

    Smoo likes this
  6. @@PreFXDesigns

    WTF

    How did you manage to fuck up your main Menu while editing the .shader file for your saber?

    Did you replace / with \ in ALL shader files in your basefolder?

    Nope, sometimes happens when the shaderfile is fucked up :D

     

     

    Thanks you so much Daedra! This was effect/result, that I was looking for :)

     

    "and fixed a file path in the glm model." Could you be more precise, so that I can tell this to my friend who made the hilt :)

    Siegfried likes this
  7. Thank you for your response AshuraDX, I appreciate your help :)  In the future I will try to be more specific about the problem aswell.

     

    Now back to the topic; I replaced the / to \ but I now I got this:

    https://i.postimg.cc/hjRbL0RF/menu-error.png

     

    I even tried to copy yours, incase I made a typo in the shaderfile, but still same result. Maybe there is a problem inside the glm file? 

    When removing the shader the error dissapears.

  8. Hello guys!

     

    A week ago, a friend made me a custom hilt, where as I did the texturing. I'm very pleased with the result :)

    Below, you can see how it looks in Modview:

     

    Pre-FX-Saber.png

     

    Now, ingame it looks a bit dark overall, so I was thinking of adding some nice effects to it by creating a shaderfile.
     

    My request: I would like to add yellow glow to the gold parts, so that they would stand out. Besides that I would also like to add some red glow to the aurebesh text & red buttons. 

     

    The funny thing is that I'm able to add glow to my playermodel. I kept the same layout, but changed the foldernames but that didn't work. I also tried looking at other people's shaderfiles and therefore altered mine, but yet again same result.

    That's why I am here to ask you guys for help. it doesn't seem that difficult, but I just don't know how to do it :(

     

    Incase someone wants to do it or just want to take a look at the pk3 file:

    Download link: https://ufile.io/p3ye6 (pk3 already consists out of glow and spec file)

     

     

     

    Greetings

    PreFXDesigns

     

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