Jump to content

mrwonko

JKHub Staff
  • Posts

    1,618
  • Joined

  • Last visited

Community Answers

  1. mrwonko's post in Problem with Skyboxes was marked as the answer   
    There's a German tutorial describing it: http://mrwonko.de/tutorials/darth-arth/2004/installation-1.4.html I'm not sure how applicable it is to 1.6 though.
  2. mrwonko's post in Shaders: Do we have a complete list? was marked as the answer   
    As the q3map prefix implies, that's a Q3Map2 feature - you just need a compiler version that's new enough to support it.
  3. mrwonko's post in Icarus issue was marked as the answer   
    I've never tried SET_PLAYER_USABLE - I usually go for a trigger_multiple, target_[de]activate and target_teleport.
  4. mrwonko's post in Trouble with Blender animation export + GLAmerge was marked as the answer   
    sounds like you might've merged the animations the wrong way around?
  5. mrwonko's post in Custom Model question was marked as the answer   
    The UV issue is usually due to loose vertices, which can have UV coordinates in GLM files but those are lost upon import into blender, which only saves them per polygon.
     
    I think this can be fixed by selecting and hiding all faces in edit mode, which should leave the loose vertices visible for you to delete.
  6. mrwonko's post in _decal: What, how, why? was marked as the answer   
    It's a Q3Map2 feature; compile-time projection of decals onto surfaces. See the q3map2 manual.
  7. mrwonko's post in Waterfall Missing was marked as the answer   
    I was afraid I might break something, rewriting all of the effects parsing...
     
    Thanks for the heads up, effects with the useAlpha flag should now work again.
  8. mrwonko's post in Teleporting using Icarus was marked as the answer   
    I've certainly successfully used SET_ORIGIN in singleplayer before... looked like this:
     

    set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "cin1_cam1", ORIGIN)$ );Icarus also provides some other ways of setting the origin; I found these: 

    set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_TELEPORT_DEST", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_COPY_ORIGIN", "my_target_position" );You could also try using a target_teleport. 
    Are you doing this in MP or SP? I may be able to put together an example map.
  9. mrwonko's post in Editing Skyboxes in maps that use only one image was marked as the answer   
    After taking a quick look it seems to be using the textures/skies/stars shader, which is already a proper 6-sided skybox shader (from shaders/skies.shader). It should just be a matter of having files with the right suffix.
  10. mrwonko's post in How do I run OpenJK_SP in full screen? was marked as the answer   
    The normal fullscreen option in the menu should work just fine... Otherwise you can change the r_fullscreen cvar in the console as usual.
  11. mrwonko's post in Textures displaying in-game but not in Modview was marked as the answer   
    ModView appears to have trouble with upper case letters in mesh names. Renaming the surfaces did the trick.
     
    I did not know that.
  12. mrwonko's post in importing/exporting sabers in blender was marked as the answer   
    When importing there's an input field for the skin to load, which defaults to "default", so it looks for model_default.skin. Clear it.
  13. mrwonko's post in Backhand saber was marked as the answer   
    Yeah, rotating the model is one way of getting a backhand saber, though it will probably look stupid and be useless with the normal stances. What you really want are custom animations where the saber is held backwards (which would work with unrotated models), but that's a lot of work...
  14. mrwonko's post in GTK Radiant 1.6.4 Where is the move tool? was marked as the answer   
    They have not removed it, it was never there, as far as 1.6 is concerned. It's based on 1.4, so it uses the old "drag" method to move stuff.
  15. mrwonko's post in Mirror texture? was marked as the answer   
    A negative scale mirrors it, but you need to re-align it. Or you can rotate it 180° with rotation lock turned on, then another 180° without it.
  16. mrwonko's post in Please can someone get me this? was marked as the answer   
    If you want it sent to you, specify how. As it stands I can only offer you to download it yourself.
  17. mrwonko's post in MP Mapping - Misc_Model Solid was marked as the answer   
    Yes, spawnflags 2, just as in SP, but only use that on low-poly models like terrains that need exact clipping since it will create a ton of brushes, one for each triangle.
  18. mrwonko's post in Func_group ... a little mistake was marked as the answer   
    What? I've never experienced empty func_groups... 
    You can turn any brush entity back into worldspawn, it's called "Ungroup Entity" in the rightclick menu.
     
    func_group is treated just like normal brushes after compilation, so use as many as you like.
     
    The func_group should be used for anything you want to group; it's mostly there to let you select them all at once using alt+shift+left click.
  19. mrwonko's post in Texture Loading was marked as the answer   
    the whole file is loaded and kept in memory each file is only loaded once It may be marginally faster, but it probably makes no difference practically. Probably nothing to worry about, unless you use dozens of textures at 2k+ resolution.
  20. mrwonko's post in MD3 auto solid - on some models was marked as the answer   
    Autoclip creates one brush for each triangle on the model, extending a little towards its back. This can only legitimately be used on models that consist solely of large triangles, like terrains, in my opinion.
  21. mrwonko's post in Level-making/ editing was marked as the answer   
    Short answer: Bascially no.
     
    Long answer: You can import premade geometry ("prefabs") in Radiant, but there isn't much available. You can place the models that come with the game using misc_model, but you'll still have to manually add clip brushes to prevent players from moving through them. Either way you'll still end up having to put a lot of work in.
  22. mrwonko's post in Terrain Texture Size was marked as the answer   
    The tutorial mentions a rgoer template that's supposedly required... Download on there is broken though.
  23. mrwonko's post in GTKRadiant - 2D pattern was marked as the answer   
    Plugins > bkgrnd2d
  24. mrwonko's post in Model scale but in the Func_'s was marked as the answer   
    Instead of using model2 you should be able to target a misc_model to the func_rotating, which should keep its modelscale.
  25. mrwonko's post in converting zombies models was marked as the answer   
    Open them in ModView (part of the JKA SDK) and look at the surface names. Ignore anything starting with "*".
×
×
  • Create New...