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mrwonko

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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...
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. mrwonko's post in GTKRadiant - 2D pattern was marked as the answer   
    Plugins > bkgrnd2d
  18. 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.
  19. 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 "*".
  20. mrwonko's post in A little question of entities was marked as the answer   
    I'm not sure about the exact limits, but in general:
    There's a limit on the total number of entities, which I think is 2048, and that includes shots fired during gameplay etc. misc_model is turned into static geometry during compilation; if there's a limit, it's pretty high and probably depends on the number of different materials per model as well. There might be an NPC limit, if there is, it's probably somewhere in the hundreds, maybe 256 or 512. I don't know if spawned NPCs also count towards the entity limit, or if only their spawners do. Lights are only used during compilation to create the lightmap and basically unlimited. Effects could be limited in some way as well, possibly both in total and in the number of simultaneously visible ones.
  21. mrwonko's post in Player teleporting. was marked as the answer   
    A target_scriptrunner will by default only execute once and needs a count of -1 to be re-usable. You also need to set the runonactivator flag or the script will run on the target_scriptrunner instead of the player.
  22. mrwonko's post in MD3View Issue was marked as the answer   
    Yeah, if you're using the Blender MD3 exporter from my plugin suite, that skips non-triangular faces and prints a message about them to the console. So if there are no triangles in the mesh, it will actually export an empty md3, which md3view can't handle (and which isn't of much use anyway). The exporter pretty bad at failing in a noticeable way and could use some work... And the ASE exporter isn't much better, either - it just silently drops any vertices beyond the first 3 from each face.
     
    Since you're talking about backups, you may want to use a version control system like Git for that.
  23. mrwonko's post in Weird ERROR in GTK was marked as the answer   
    Is that a newly created map on Radiant 1.4? There's a save bug in 1.4 from Vista onwards, either change the save dialog to the GTK version in the preferences, in which case you'll have to manually add .map to the filenames, or preferrably upgrade to 1.6.
  24. mrwonko's post in "Requested feature omitted at compile time" was marked as the answer   
    You saved them as progressive jpegs. Those are not supported. Check the image save settings.
  25. mrwonko's post in Ingame texture size differs from Gtk. was marked as the answer   
    See Texture tilation when running and testing a custom map.
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