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Apprentice

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Everything posted by Apprentice

  1. For the first time since 1949, today was a "normal" workday rather a holiday ... I wished the king has crapped his pants by changing the date !!! :mad: :mad: :mad:

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    2. Flynn

      Flynn

      International Jazz Day! Boom!

    3. Apprentice

      Apprentice

      @Moondog: April 30th used to be Queensday here in .nl, in which we "celebrated" queen Juliana and later queen Beatrix's birthday. Only Beatrix decided last year to retire and since then her son Willem-Alexander may call himself king. His birthday, however, is on April 27th . . .

    4. BelugaArts

      BelugaArts

      Wauw, and it's a holiday because someone was born into a family of blue blooded people? Much bullshit, very wow. But on the other hand, a day off never hurts. ;)

  2. Never experienced it, though it has been some time since I played it . . .
  3. --> http://www.svencoop.com/ Prime example that such concept can work . . .
  4. Are you using detailed brushes in your map ?? Yes, though I always make a hint brush and apply the areaportal texture onto one face of the brush. Otherwise, all entities will "flash" the moment you enter a complete areaportal brush . . .
  5. IIRC the command line -lomem reduces this time. How long does it take actually ??
  6. I didn't read any extensive manuals either on ASE modelling, other then the q3map2 manual on how to make them, nothing more . . .
  7. Depending on your OS, it could be that the program hasn't the required permissions. Try running it as an administrator and see if you can open these files with another packager such as 7-zip or WinRAR . . .
  8. I'll also be willing to take a look at it to see if I can get you a head start . . .
  9. Apart from the dimensions, the image must be stored in the /levelshots folder and must have the same name as your map (or a shader pointing it to your screenshot(s)). If you fail to do this, then it will not work . . .
  10. Probably since I believe that Windows 2000 was far better then XP. Win2K worked better on a rig with only 64 MB then Win XP did on a rig with 256 MB . . .
  11. Windows 7 most definitely !! I don't know what kind of stuff MS took when they were developing Windows 8 but I believe it must've been crap, 'nuff said . . .
  12. ASE files are both a blessing and a curse. A blessing because it can contain complex structures in very odd angles (not too much but way more then when it was done with brushwork) and a curse because you cannot move them outside the Base/Maps folder. This, however, can be circumvented, altough not in GTK Radiant. An ASE file is nothing more then a *.txt file, which can be edited by Notepad (or another program). I don't know about other programs but by default when Q3map2 is creating an *.ASE file, the following occurs: *MATERIAL 1 { *MATERIAL_NAME "textures/system/caulk" *MATERIAL_CLASS "Standard" *MATERIAL_DIFFUSE 1.000000 1.000000 1.000000 *MATERIAL_SHADING Phong *MAP_DIFFUSE { *MAP_NAME "textures/system/caulk" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0 *MAP_TYPE Screen *BITMAP "..\textures\system\caulk.tga" *BITMAP_FILTER Pyramidal } }The reason why don't see any textures in Radiant is because of the *BITMAP -line. This happens is because Radiant is looking for the textures in the wrong folder. Normally Radiant will look for textures in the GameData/Base/Textures folder but now the ASE model is telling Radiant to look in the Gamedata/Textures folder, which off course does not exists (normally), which would require for the ASE model to remain in the maps folder at all times. What I always do, is to change that particular line to: *MATERIAL 1 { *MATERIAL_NAME "textures/system/caulk" *MATERIAL_CLASS "Standard" *MATERIAL_DIFFUSE 1.000000 1.000000 1.000000 *MATERIAL_SHADING Phong *MAP_DIFFUSE { *MAP_NAME "textures/system/caulk" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0 *MAP_TYPE Screen *BITMAP "textures/system/caulk.tga" *BITMAP_FILTER Pyramidal } }This will cause Radiant to look for the textures in the correct folder and will therefor display the model with textures (as long as they are present for custom textures) plus it enables me to move the ASE model into models/<map name> folder rather then remaining in the /maps folder. Hope this helps
  13. Try making those pillars out of patch meshes . . .
  14. I'm still using 1.2 and 1.4 and it works flawlessly for what I am doing it. Too bad that 1.2 doesn't support Jedi Academy though, otherwise I would've sticked with that version . . .
  15. Know the song in this version: And the surrounding of the video reminds me of this one:
  16. Don't know but I recon it's easier to hard code two screen formats (4:3 & 16:9) then code for all available and upcoming formats such as 21:9 . . .
  17. Isn't it an idea to make this 'standard' for the next OpenJK version and all that derives from it ?? Perhaps an idea to include both 16:9 and 16:10 support or force JA only to run in 16:9 format like Assassins's Creed ??
  18. Nope, Star Trek Voyager: Elite Force. Take a look at my Asteroid Base II map, which contains some odd-dimentioned images . . .
  19. Not my experience. I could use images sized 715x309 or 570x288. With JA & JO, they always have to 128, 256, 512 or 1024 in any direction. Anything in between (such as 384) simply doesn't work . . .
  20. I don't know if that is exactly the case. I used to map for Elite Force (also idTech3 based game) and despite their size, I never had any issues loading them and I've mapped on various 3Dfx Voodoo and older Geforce cards (e.g: Geforce 256) . . .
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