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Droidy365

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Posts posted by Droidy365

  1. @@Droidy365 so, as @@Rooxon announced I messed around with this stuff for a while and managed to figure it out.

    The mirror1 and mirror_yavin shaders that ship with JKA are infact broken.

     

    Try this shader with the setup bubba explains in the tutorial I posted above:

    textures/system/mirror_fixed
    {
    	qer_editorimage	textures/system/qer_portal.tga
    	surfaceparm	nomarks
    	portal
    	q3map_nolightmap
    	//sort	portal <--- seemingly does nothing
        {
    	map gfx/colors/black
            blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
    	depthWrite // <-- I added this line
            alphaGen portal 512
        }
    }
    

    and here's a dropbox link to the shader, my map file and a compiled version:

    https://www.dropbox.com/s/d1wr3bz3ze7y35f/MirrorTest.pk3?dl=0

     

    If you just want to take a look at the compiled variant, drop the .pk3 into your basefolder as usual and use:

    devmap mirrortest
    

    To access the map.

    Star_Wars_Jedi_Knight_Jedi_Academy_Scree

  2. I´ve played Starkiller base map in MB2 and it has also mirrored shinny floor. I hope you can realise how to replicate it and post there some tutorial Droidy:D

    I've encountered several that I thought were shiny, when they were just transparent with the map mirrored.

    That's what Starkiller Base does. I don't particularly feel like doing that at the moment.

    I might look into the one @@Rooxon suggested, that one looks quite promising :)

     

    EDIT: For some reason, the shaders only work on that map. I'd imagine that the shader is a duplicate of the one from Alzoc III that's designed to work with or without the shiny stuff.

    And I'm guessing that no-one's done anything with it because of the mod license it has.

  3. I think I might know what's going on - I think that it's still got the camera enabled from the previous cutscene - try doing that again; when the glitch happens, type cam_disable into the console.

    If it goes back to normal, then it confirms that's what the problem is.

  4. I once had a dream about a JKA Maze with a Rancor - two dreams, actually. One in some sort of temple map, and the other in an invisible maze in some green field next to a road (blocked off by a fence)

    I had these dreams a few years ago, so it's a wonder that I can even remember having them.

     

    Perhaps these could even be added into this map somewhere? Who knows? :D

    the_raven likes this
  5. I seem to be having this issue with my Base NPCs for whatever reason. Some NPCs will spawn, but most of them don't. This issue is exclusive to Multiplayer - it works just fine in Single Player.

    EDIT: It seems to be my Manual Blocking NPC mod that was causing the issue - I might have to make it only change the saber wielders.

  6. If your goal is to only turn all the map objects into player objects you'll still have issues with things like the crosshair changing color and position when hovering over the player hiding as the prop. You'll need code changes, and solving this issue of having players as props is better done in code than with custom models.

    Sadly, I don't know the first thing about coding - if there's any way I can do this without writing code, I'll probably do it. At the moment, I'm only planning on converting a few map objects. As for the crosshairs, I'd imagine I'd be able to make them invisible so that you can't turn them on at all.

    Now, if there is someone that would be willing to write code for this or convert a few models, that would be great :)

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