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Everything posted by mrwonko
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Mappers: What editor/version do you use, and why?
mrwonko replied to Boothand's topic in General Modding Discussions
I'm not sure how BehavEd could be improved... It supports just about everything you can do (well, almost), its only limitation is it being Windows-only. Or what are you thinking of? I agree with the other Software though - all the visual editors (MD3View, ModView, EffectsEd) could use some shader support, for example, and carcass isn't that great either. -
Also, don't save as progressive jpg. And keep the width and height a power of 2, like 256 or 512.
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Long vs Short makes no difference whatsoever, it's purely a matter of order. Which makes tags a pain to create since modeller's usually don't need to care about vertex order, so few tools support it well. Even Raven screwed it up occasionally, just look at r2's torso_head_cap.
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Mappers: What editor/version do you use, and why?
mrwonko replied to Boothand's topic in General Modding Discussions
I prefer not to use the vertex tool at all because as you mentioned it's easy to create broken brushes. Instead I move edges and use the clipping tool. Back when I started all we had was 1.4. I got used to that and never got into 1.5, so I jumped straight to 1.6. -
Does it disappear when you don't have its origin in view? Then the MD3 exporter you're using is broken and doesn't export a proper bounding box.
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Whatever you do, in the end the machine instructions to open the file have to be in the game so it can be reverse engineered.
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Protect how? From reading them? The game has to read them so how would that work? If that's what you want then rest assured that it is completely impossible even with changing the game if you still want them to be of any use. Afraid of thiefs?
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As in, a single .shader/.mtr file contains multiple materials. The (sensible) suggestion is to load the materials from the .shader and the .mtr, with .mtr being preferred for materials that are in both. That way, materials that need no rend2-specific changes don't have to be duplicated.
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There is not, such a feature would have to be added to Radiant. It's possible in theory - .map supports comments, and in there the group number could be mentioned - but nobody's done it. But if you just want to select a bunch of stuff in an area, draw a brush around it and Rightclick -> Select -> Select Inside.
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Ouch! Lost 3 hours of work, for no reason. Help!
mrwonko replied to Boothand's topic in Modding Assistance
By using a versioning tool like Git or Mercurial. That's proactive though, not retroactive. -
Ouch! Lost 3 hours of work, for no reason. Help!
mrwonko replied to Boothand's topic in Modding Assistance
So the map was not saved properly? The saved version is actually what it was before? Can you reproduce the problem? Also, weird way to phrase it: "Something happened for no reason, why?" -
This is the code that handles lights in Q3Map2. There does not appear to be any code handling "angle", which confirms the results of my test of simply trying it out (which took less than 5 minutes): It does nothing.
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Why don't you just try it? My tests suggest that it doesn't do anything.
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The texture coordinates. Using it might make no difference compared to not using it.
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A quick glance at the code suggests it is connected to effects in some way and never actually changes, unless I missed something.
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Reminds me I have yet to finish MotS... As for DF2: uhm... I don't remember much. I remember an elevator that moved diagonally, probably on Nar Shaddaa, which I found interesting since a func_door in JK2/JKA can't move in that direction. The stuff you pay attention to as a mapper... DF1 on the other hand I remember more clearly, probably in parts thanks due to the mod that recreated the beginning.
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Well I don't know much about rend2, but the shader indicates OpenGL 3.0 is enough, no need for 3.2. But yeah, it could be related to your mobile GPU not being up to the task or the drivers not supporting it.
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The Mobility Radeon 4650 is supposedly capable of OpenGL 3.2 so as long as your driver supports it that should work. You can verify this e.g. using the GPU Caps Viewer. It displays your supported version in the OpenGL tab and lets you try various demos to further test it.
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What GPU does that computer have? That shader seems to be OpenGL 3, which practically means you need a DirectX 10 GPU.
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It's where OpenJK writes its files. From Vista onward Windows finally does proper access rights and keeps normal users from changing files in the Program Files folder, where you'd install Jedi Academy (that is, the Admin would). Anything the user wants to write should go to his user directory (though people can't seem to agree on where in there exactly), which is where fs_homepath points by default, because you can't write to the folder JKA is installed to.
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Lightmaps are very low-res. If there's a shadow from a normal map on it it'll usually be pretty big. Q3Map2's normal maps are really not useful for much, even at lower lightmapscales. I don't know about rend2.
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Did you look at the sourcecode? The names are defined in surfaceflags.h and the sounds are handled in a function called _PlayerFootStep().
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That's entirely normal. The sky is practically infinitely far away so anything closer (i.e. everything else) will show up in front of it. It makes sense, too, and I prefer when level designers adjust their levels accordingly (i.e. show the outside of the buildings you could otherwise look into), but proper level layout and vis can take care of it as well. P.S.: No need to add your name to the thread title, it'll be displayed right next to it anyway.
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But you didn't add that shader to skies.shader, or did you? I can't find that in my skies.shader.
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Is the shader in your shaderlist? If Q3Map2 does not load it, it won't know that it should not create a lightmap, which could be the cause of that error.