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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. I'm not entirely sure, but I think I remember you. The main curators of the JA source are the OpenJK team. They've already separated the rendering part of the engine into a dll with an option to load a different one instead. I believe @@Xycaleth wants to make a custom renderer at some point but I don't know if he's started yet.
  2. Just multiply the gradient from white to black with a wave that goes from 0.5 to 1 and back (I believe that means base = 0.5, amplitude = 0.5?), I guess. (Multiply should be blendFunc GL_DST_COLOR GL_ZERO, if memory serves.)
  3. Sorry about that, I've somehow missed the message with the link. But now MoonDog's already helped, so yay!
  4. I can't really tell you anything without investigating the code in depth.
  5. Usually you'd do the opposite - use the clip texture so the player can't get closer than 2 units to the wall anywhere. To let the player pass through a brush you need to write a custom shader for each texture you use and it allows the camera to move inside the brush as well, which you don't really want ever.
  6. I suppose it's not called that... What's it supposed to do?
  7. Why? Just do it properly. It's the only way that does not involve a shitload of coding, new models formats and whatnot.
  8. Take a look at q3map_surfaceModel, it should do what you're looking for. Not sure how well it holds up with slopes, but I guess if you create the models with that in mind (i.e. lower them into the ground) it should work. Maybe create a separate model for slopes.
  9. Could you provide a simple version of the map you're using? I don't think the problem is with the script.
  10. I find that moving individual vertices (via V) tends to lead to problems so I use the 3-point-clipper (X) instead. Also take a look at the brush cleanup, it may or may not help.
  11. I'm not entirely sure about multiplayer, but I do think so (the boulder in t3_rift can be pushed in mp, right?). As for the exporter, the WIP one is for 3DS Max - there's a working one for Blender.
  12. Thanks for the highlight, seems I wasn't following this forum yet. This is a big problem. Jedi Academy can't really do it. The possibly best way to kind of do it would be a ROFF animation, i.e. use some external program to animate the movement, then export that into Jedi Academy. But it will likely go out of sync if one of the parts is blocked and there's not really anything that can be done about that, I believe.
  13. Sadly, no. Republic Commando had no coop in its campaign.
  14. Don't confuse "entity leaked" with "map leaked" - the former is caused by entities' origins being within brushes, the latter by holes in the map.
  15. I believe you need to set the project settings to Singleplayer Mapping Mode to get the misc_model_gun_rack/misc_model_weapon_rack. As for the shelf, it's possible that items need a certain amount of space around them, I don't know for sure.
  16. Chances are high you didn't select the GameData folder when the installer asked for Jedi Academy's path. Consider upgrading to 1.6. (It's based on 1.4, not 1.5.)
  17. Usually you'd just use a round texture for round things instead of trying to somehow fit a rectangular one on it...
  18. Well, I don't know about 1.3 for sure, but I guess it has the same save bug. Why would you use such an ancient version?
  19. That's 1.4, right? Yes, saving is buggy with that, it's basically a miracle that it ever worked, the code was utterly broken and just happened to work on Windows XP and earlier by coincidence. I suggest you upgrade to 1.6, but you can also turn of the Win 32 save dialog in the preferences to get a working file save dialog (provided you manually add .map).
  20. It's somewhat hard to explain without going into detail on how exactly shaders work, and that would make for a pretty lengthy explanation. I should write a tutorial on that some day. But if you don't understand the rendering pipeline to some extend you really can't write shaders (well), just copy-paste them and hope for the best. But yeah, the Quake 3 Engine does not really support decals very well due to how it works. If you want to layer textures on top of each other, you'd usually do that in a single shader. Since shader stages are applied in order, and the lightmap stage generally needs to be after the stages you want to light you can't render a decal on top of it and have it lit. At least I can't think of a way.
  21. You want blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA and no alphafunc. Lightmapping it is difficult however, since you have to keep the transparent areas from being lit twice. Since I don't think you have access to the texture's alpha channel in the lightmap, I can only think of having a special nolightmap ground shader below the decal and doing the ordinary lightmap stage on the decal (or using just one shader to begin with, but you'll likely want to be able to change the texture coordinates separately).
  22. No, doing each rotation/move manually is just not practical. Animate it in Blender, export as a ROFF animation, use that. I heart there's a limit on the number of ROFFs per level though, five tentacles with a couple of segments each might be too much. A custom NPC might be more practical, their skeletal animations would look far superior and you could even make the tentacles killable.
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