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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. I want to tell you that what happened to you can't have been due to changing mp_entities.def, that doesn't make any sense. I'm not denying it happened to you, but I'm very surprised. Could you try to reproduce it and give a step-by-step-guide?
  2. If you haven't created any custom textures etc., just a new map, it would be enough to upload the .bsp you get when compiling. But usually you'd put all the custom files required by your map (including the map itself) into a zip archive and rename it to .pk3. Check out some custom maps - the .pk3 files are just zip archives so archiving programs like 7-zip or winrar can open them just fine - to see what it should look like.
  3. I completely fail to comprehend this. Entities are just a set of key/value pairs and are saved as such. You can even use unknown classnames and radiant will fall back to a default display, so missing defintions can't be a problem. Which version did you have problems with? I hardly have any experience with 1.5, but I don't see why it would be any different, unless it changed the file format, which wouldn't make sense and in which case compatibility would be screwed anyway.
  4. That's for turning off the n-th blade of a saber, so on a dual-bladed server it turns of both. (If you have some modded 5-blade-saber you're out of luck)
  5. Get the JKA SDKStart BehavEdConfigure BehavEd (Are there still any tutorials on this available somewhere? I've got an old German tutorial archived on my website, maybe the pictures will help)Recreate the above scriptSave it in gamedata/base/scriptsHit the compile buttonGo ingame, enable cheats, enter runscript <scriptnamehere>
  6. I believe it can be done with an ICARUS script like this one: set ( /*@[member='Seto']_TYPES*/ "SET_WEAPON", /*@WEAPON_NAMES*/ "WP_SABER" ); set ( /*@[member='Seto']_TYPES*/ "SET_SABER1BLADEOFF", 0 ); set ( /*@[member='Seto']_TYPES*/ "SET_SABER1BLADEOFF", 1 ); set ( /*@[member='Seto']_TYPES*/ "SET_SABER2BLADEOFF", 0 ); set ( /*@[member='Seto']_TYPES*/ "SET_SABER2BLADEOFF", 1 );Which could be bound to a key using the runscript command. --edit-- Sorry for the Ping, Seto, it's JKHub being stupid. That should be @<nothing>SET in the script.
  7. If you get (way) more fps than the server you'll get connection problems.
  8. I've run into limits regarding the total number of brushes before. You can only have so many. And if you try to do a -vis compile without actually preparing the map for that you can run into portal-related errors as well, I think I've seen that before.
  9. I'm just saying that instead of making the automatic model name guessing work you could just set the correct path in the .sab.
  10. Doubt it. You just either lacked the .sab file or specified an incorrect path there.
  11. I don't, but if you'd post your files I might.
  12. Does it display correctly in md3view? It looks like you're using a custom texture, in mp you'll need to set sv_pure 0 or pack them in a pk3 in order for them to work porperly.
  13. You'll need a custom property called md3shader on the object (not the mesh!) with the texture you'd like to use as the value. I'll try to find some time to improve the exporters in the coming weeks, they need proper error messages and documentation.
  14. Or animate a camera path using Blender, export it as .roff and play that via script.
  15. Sitting in Uni I have no access to actual shaders for reference, but off the top off my head: You could take a look at Chewie's furIf you're going to use it on map objects as well: q3map2_nolightmap and q3map2_onlyvertexlighting or whatever they're called. A saber is never going to be processed by Q3Map2 though, so a simple omission of the $lightmap stage will suffice. (Models are not lightmapped, after all.)A single stage for the textureblendFunc GL_ONE GL_ZERO so it overwrites anything previously rendered (in detail: multiply new pixel color (source) by 1, previous (destination) by 0, add results)alphaFunc GE128 so alpha values greater or equal to 128 will be drawn, values below will not. (Alpha tests should (usually) be all-or-nothing to avoid problems)depthWrite so that written pixels also get written to the Depth Buffer (so stuff behind it will not be drawn in front)rgbGen vertex to use vertex colour (i.e. per-vertex-lighting) for colouringSo something like this:path/to/shader { { map path/to/texture blendFunc GL_ONE GL_ZERO alphaFunc GE128 rgbGen vertex depthWrite } }
  16. I hate just giving an example without explaining how or why it works, so instead of giving you shader code I'll explain the concept. Making a texture shiny is achieved by overlaying a second, transparent texture that then moves around (the reflections). To then prevent certain parts from being shiny, you could overlay another texture with transparent parts on it. The non-transparent parts would thus hide the shininess. The exact shader varies depending on whether you need a lightmap etc. You're thinking of an on-character HUD akin to Dead Space? Having procedural shaders is not unheard of: Jedi Knight Galaxies has weapons with Ammo Counters and Hydroball has the in-map scoreboards, but this requires code modifications which make it pretty tricky if you're not into coding. I would assume this requires coding as well, but I don't know for sure.
  17. Get stuck? As in doesn't turn off anymore? No idea why that might be... Somewhat unrelated: If you find you need to save entities, you can use a single fx_runner instead and move it via script (to hard-coded positions, obviously - a ref_tag at each location might as well just be an fx_runner). As a side effect that might help with the getting stuck, since if it does get stuck it'll be used again soon after. (Could you test if using the stuck fx_runner again fixes it?)
  18. At the risk of staying off topic... why don't you try the exporter yourself?
  19. I have absolutely nothing to do from February 17th to (and including) April 9th due to lack of lectures. (Well, that's technically not quite true, I want to finish that other JKA mod, but you get the idea.) I'm not very good at making visually nice stuff, so I'll leave that to the others, but I can improve the VIS and do some entity and icarus magic and the like, which would be done towards the end.
  20. I think that's a concept for one of the Sands of Time trilogy Prince of Persia games, would make sense since Raphael Lacoste (who did that image) was the Art Director. Some of the other images are by Feng Zhu who apparently did some more great stuff since then, might be worth checking that out as well. And that's just fine, since Q3Map2 supports models just fine. Create some cool stuff whichever way you like and we'll be able to incorporate it.
  21. Sure thing. Also have some churches and other mostly Baroque building. Not sure which one I prefer, Baroque or Gothic, but Baroque's high fidelity might be in favor of something Gothic. Baroque is more fitting for something with normal maps. And some more or less unrelated inspirational images.
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