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Everything posted by Szico VII
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I suspect nobody has read it who knows the answer. I dont So you want a vehicle class that has animations, weapons but no shield? Isnt there an ATST class somewhere that can be killed like in JK2? (Or was that heavy weapons only...)
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Ive uploaded another DMP for you @@Xycaleth. ANOTHER
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@@eezstreet Something openjk might look into?
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There is lighting there but no light sources. FIXMEPLZ
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First off, here's a shader that works: textures/blueice_nightfall/nightfall_camera { qer_editorimage textures/blueice_nightfall/nightfall_cameraportal surfaceparm playerclip surfaceparm nolightmap portal { map textures/blueice_nightfall/nightfall_camera blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } } The image is just that of a glass texture - you can use whatever you like. Entity should be as follows: misc_portal_surface --> misc_portal_camera --> target_position And what Mr Wonko said. Your cameras would need to be seperated (vis wise) from each other else only one will be drawn. Perhaps you could have a trigger system that switches the camera view instead of 6 simultaneous screens
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How to change a md3 texture in gtkradiant?
Szico VII replied to Langerd's topic in Modding Assistance
You dont put in the full path, start from base. so: models/map_objects/korriban/statue_guard01 (is your path) Heres an example from moonbase labs: key: _remap01 value: models/map_objects/kejim/stasistube;textures/moonbase_labs/labs_stasistube key: _remap02 value: models/map_objects/kejim/stasisglass;textures/moonbase_labs/labs_stasisglass key: _remap03 value: models/map_objects/kejim/stasispanel;textures/moonbase_labs/labs_stasispanel And info from radiant definitions: To replace all model shaders use these keys: key: _remap value: *;models/mapobjects/torchy/rock01 To replace individual shaders from an md3 use these keys: key: _remap01 value: models/mapobjects/oldshader01;models/mapobjects/newshader01 key: _remap02 value: models/mapobjects/oldshader02;models/mapobjects/newshader02 The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace. -
@@Xycaleth - Same link as before: https://www.dropbox.com/s/2nneogr9pvaiscu/openjk.x86.DMP
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JK2, obvs.
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For the frontends, you can extract q3map2 files to any folder you want, just point the frontend to that directory. Change common/caulk to system/caulk and common/terrain to system/terrain. The frontend itself can also be extracted (gui) or installed (toolz) into any folder of your choosing, just make sure all the files go in the same folder. And thats it
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Here it is: https://www.dropbox.com/s/2nneogr9pvaiscu/openjk.x86.DMP And hangstack error report:
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Edit: Got it to work by not running openJK as an administrator. Edit #2 - Holy shit thats a big file...one sec
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@@Xycaleth "The Operation could not be completed. "Access is denied"
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GTK Radiant does not compile your map, q3map2.exe does Im assuming you did add your custom shader to shaderlist.txt I'd recommend downloading the newest q3map2 and using a frontend like q3map2toolz to compile your maps! See here ----> http://jkhub.org/files/file/1335-q3map2-2gb-memory-usage/ Also, you should definitely blend your horizon to the sky in the outdoor desert scene See here -----> http://jkhub.org/tutorials/article/89-horizon-blending/
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Yeah, tried with clean install, alas. Problem Event Name: APPCRASH Application Name: openjk.x86.exe Application Version: 1.0.0.0 Application Timestamp: 52e2b5b2 Fault Module Name: rd-rend2_x86.dll Fault Module Version: 0.0.0.0 Fault Module Timestamp: 52ea9862 Exception Code: c0000005 Exception Offset: 0002d027 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789 Read our privacy statement online: http://go.microsoft....88&clcid=0x0409 If the online privacy statement is not available, please read our privacy statement offline: C:\Windows\system32\en-US\erofflps.txt Error log. Okay, Ill make an issue...
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^^What he said.
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Much as I love new maps - how many times must we see this hangar?
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Its still just crashing my OpenJK on startup when I run with rend2
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You should try a phong shader on your rock wall texture to smooth the lighting out and prevent those sharp triangular shadows. http://www.simonoc.com/pages/articles/phongshading1.htm As per tutorial here. If its an issue with texture alignment itself (but it doesnt look like it) you can try ivector x y z command (also explained in those tutorials)
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Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
Id love to try it to see - I have no idea how to build it myself so as you're offering, I will take you up on that kind sir (and any info on how to use it would be helpful) - @@Xycaleth -
Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
How do you use it? -
There is a default "Range" on a target speaker but not one you can edit as you please. You can set it to play globally if you wish. The issue with soundsets is that you cant create your own, I believe if you edit any you have to overwrite old ones? Or certainly you could only have one map in base with a new soundset.txt included, otherwise one would superseed the other.
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Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
Totally base. Rend2 is working in openjk? -
I dont even...
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Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
@@Circa - thanks for the effort! Unfortunately thats still more like direct rain, what i really want is an effect like in that previous youtube vid i linked! The song is called "will the circle be unbroken" its an old choral hymn from 190-something. I might change it to celtic womans amazing grace at some point...