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Szico VII

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Everything posted by Szico VII

  1. How do we add bloom to textures now glow doesnt work?
  2. Just acts like a floating cube of water contained by invisible walls
  3. Its still a portal so it is actually drawing the entire scene in real time 3d as you view it through the portal surface.
  4. caulk_water for the volume brush with a water shader applied to the top face. BOOM
  5. Sweet, let me know when its working! (There was a problem with default renderer? That always worked ok for me lol)
  6. Will it cycle through logically though or would it randomly go to different cameras? Does that even work?
  7. Ive scaled it properly now, started adding walls, more candles, sorted glow, added some attempt at god rays, amended contrast of mural, improved tris count of the banner. Also kyle in shot for scaling. Video first: And in qeffects:
  8. No worries, that shader is hardly proprietary to me anyway really Also, mine says "GTK" Radiant when it starts up. If I see GTK, I know what it is, even if the generic program name for idtech3 is a radiant level editor
  9. Just have the brush your portal texture is on set as a func_useable. Then set up 5 more func_useables with camera connections (thats 6 sets of each entity ex.useables in total so 18 entities) for each of your 6 views. Then you can simply swap between them using triggers and or script. Or, if you like scripting you could feasibly change the target of the cameras to different target positions via script without needing so many entities.
  10. 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...)
  11. Ive uploaded another DMP for you @@Xycaleth. ANOTHER
  12. @@eezstreet Something openjk might look into?
  13. There is lighting there but no light sources. FIXMEPLZ
  14. 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
  15. 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.
  16. @@Xycaleth - Same link as before: https://www.dropbox.com/s/2nneogr9pvaiscu/openjk.x86.DMP
  17. 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
  18. Here it is: https://www.dropbox.com/s/2nneogr9pvaiscu/openjk.x86.DMP And hangstack error report:
  19. Edit: Got it to work by not running openJK as an administrator. Edit #2 - Holy shit thats a big file...one sec
  20. @@Xycaleth "The Operation could not be completed. "Access is denied"
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