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Everything posted by mrwonko
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Usually you'd just use a round texture for round things instead of trying to somehow fit a rectangular one on it...
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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?
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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).
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Shaders with lightmap and gradual transparency
mrwonko replied to Boothand's topic in Modding Assistance
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. -
Shaders with lightmap and gradual transparency
mrwonko replied to Boothand's topic in Modding Assistance
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). -
I dont know how to make it but i think it is possible
mrwonko replied to Langerd's topic in Modding Assistance
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. -
If you have two questions, I suggest making two topics so it doesn't get confusing. Is the func_train question for SP? In that case I recommend just scripting it instead. As for the plant, yeah, JK2 has no alpha sorting. You can do all-or-nothing transparency, which solves the issue or use additive blending (blendfunc GL_ONE GL_ONE), which works around the issue but is an inferior kind of transparency.
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Strange... the save bug is known in 1.4 but should be fixed in 1.6. If you disable the win32 checkbox in 1.4 you need to manually add the .map to the filename. Where are you saving the maps? Do you have UAC enabled? Do you run the radiant with admin rights?
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Much better. Article's still broken though.
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The donation link results in a for me while the one in the article just displays the button image... If you could make donating a little easier than impossible I'd strongly consider it.
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You can use lots of triangular brushes whose top face are used while the sides are caulk or create a model.
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I think someone once mentioned bots basically run around hammering the use button. I think you can flag waypoints as "wait until there's something below here before going here" so they wait for elevators but I never tried that myself.
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Ah, the wonders of attaching pictures! I'm a god!
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This compose enough? Either your system is broken or your interface is broken. Fix it.
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I got into the Jedi Knight Series when a friend showed me Jedi Outcast. Got Jedi Academy on or shortly after release. And what did I actually finish in those 10 years? In terms of maps I only remember that Ord Mantell Canyon map and an imperial themed map that was way too big. Then there's one released lightsaber and one playermodel. I don't remember really finishing anything else... Sad, really. I did learn a lot though.
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r_mode -1 r_customwidth 1920 r_customheight 1080 vid_restart possibly adjusting the FOV (cg_fov, I think) Videos won't play anymore, if I remember correctly.
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Those instructions would be a lot simpler to follow if I had an "attach files" section in my PM editor as well... And yes, I'm using the full editor.
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Blender can do it. (Edit: "it" being breaking a movie down into images for frames. It can also be used to create CGI movies though.)
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Problem with Radiant 1.4 asking for shaders.
mrwonko replied to CaptainCrazy's topic in Modding Assistance
Nah, 1.6 all the way! -
Problem with Radiant 1.4 asking for shaders.
mrwonko replied to CaptainCrazy's topic in Modding Assistance
Maybe your 1.4 is just not configured correctly? Why would you want to use 1.4 anyway? -
nodraw_solid has surfaceparm nonopaque, which I believe is taken into account by vis?
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Are there any tutorials demonstrating custom prop creation?
mrwonko replied to CaptainCrazy's topic in Modding Assistance
The exporters might not save the texture paths correctly, as I mentioned. Not sure if there's anything you can do about it. Try a different format, and if all else fails, use Blender, there's a .ase exporter for simple props in my plugin collection. https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/