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Everything posted by Apprentice
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Which makes the screenshot extremely dark . . .
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Yes - Game can start in widescreen resolutions - Gamma level in the sceenshots are properly being stored, making those shots brighter then when made with the original .EXE file
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Rather then using the -notjunc switch, it is also possible to devise a shader script for the required texture(s). That way, your map will compile normally with the necessary t-junctions enabled except for the area's where you have applied the shader.
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Maybe an idea to introduce HUB-style maps such as Hexen or non-linear progressment as seen in the first BioShock ??
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Ep5
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OMG The new serenity firefly map for JKA is...
Apprentice replied to Merek's topic in Jedi Knight General Discussions
Damn! Too late for the beta -
Never experienced it, though it has been some time since I played it . . .
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--> http://www.svencoop.com/ Prime example that such concept can work . . .
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Mergemetatriangles take sooooo long...
Apprentice replied to Langerd's topic in Jedi Knight Tech Support
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 . . . -
Mergemetatriangles take sooooo long...
Apprentice replied to Langerd's topic in Jedi Knight Tech Support
IIRC the command line -lomem reduces this time. How long does it take actually ?? -
I didn't read any extensive manuals either on ASE modelling, other then the q3map2 manual on how to make them, nothing more . . .
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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 . . .
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I'll also be willing to take a look at it to see if I can get you a head start . . .
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arj a -v1457664 whatever.arj -y
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How to make a screenshot for pk3 file.
Apprentice replied to Lord Spook's topic in JKHub Feedback & Help
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 . . . -
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 . . .
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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 . . .
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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
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Try making those pillars out of patch meshes . . .
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Mappers: What editor/version do you use, and why?
Apprentice replied to Boothand's topic in General Modding Discussions
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 . . . -
Try NOT to Google that !! B)
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Know the song in this version: And the surrounding of the video reminds me of this one:
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JK2/3 [JAEnhanced] Widescreen Eyefinity Fix
Apprentice replied to TriForce's topic in WIPs, Teasers & Releases
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 . . . -
JK2/3 [JAEnhanced] Widescreen Eyefinity Fix
Apprentice replied to TriForce's topic in WIPs, Teasers & Releases
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 ??