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Posts posted by Szico VII
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Devils Advocate;
No, but it does allow you to lend or borrow anything you have bought in that way.
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Sometimes CSG Subtract makes brushes which cause this. Avoid i like the plague.
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http://jkhub.org/files/file/1335-q3map2-2gb-memory-usage/
You can use -lomem on any version of q3map2. You can use a frontend like q3mapgui to do this easily (see the downloads section)
The radiant version is irrelevant as radiant doesnt compile the maps, q3map2 does.
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q3map_surfacelight / surfacelight (might not really be used)
This is definitely used...although only by q3map2, I dont think it needs to be used for the actual rendering.
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Hah, loved the changes - would be awesome to see how it looks with an optimised bumpmap instead of auto-generated. Any parallax support?
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Comparatively this map is as demanding as Blueice twilight v2.
BlueIce Twilight v2?
....Did someone release an unofficial sequel when I wasn't looking?
AngelModder, z3filus, Merek and 2 others like this -
What do you need in the test map?
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Well go to line 30 and fix the error there. I'm guessing its the close brackets here though:
textures/pk02/pk02_computer01a_c
{
q3map_normalimage textures/pk02/pk02_computer01a_n
qer_editorimage textures/pk02/pk02_computer01a_c
q3map_lightmapsamplesize 1x1
}Id also put line breaks between each NEW shader.
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If its a glow you need the glow command:
{
map textures/pk02/pk02_ceiling02_i
blendFunc GL_ONE GL_ONE
rgbGen identity
}to
{
map textures/pk02/pk02_ceiling02_i
blendFunc GL_ONE GL_ONE
rgbGen identityglow
} -
Did you check the things I said?
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Clip is used to create solid invisible walls. You could try system/caulk_nonsolid if you really wanted a piece of geometry to be nonsolid, but that might not be very realistic. You'd also possibly need to apply the surfaceparm nonsolid to the other shaders applied to the player's visible sides of the brush.
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2 quick things that cause 90% of texture issues in-game but not in radiant.
1) sv_pure 0 it up (To force game to use assets NOT in the pk3 files)
2) Make sure the texture resolution is a power of 2. (Radiant will load any size, JKA will not.)
Check these first! FYI though, jpg and tga both work fine, but sometimes the compiler just says TGA for weird reasons.
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No worries! Its -lomem though (not lowmem). If youre using an old Q3map GUI that might be why, it gives it the wrong name ;D
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@@Onysfx - The download link you gave was invalid.
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Yeah, I always thought that a proper backup here would be far more suitable!
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Use -lomem on your light compile.
Or, even better, try compiling using the q3map2 above but you will need a 64bit OS. WinXP cannot use more than 4GB of RAM, so its absolutely pointless having 8 in your system.
Asgarath83 likes this -
Im sorry there has been plenty of response - I have fixed various maps as already stated. However, I still feel that if the goal of OpenJK is to preserve compatability with base JA, you need to readdress this change in shader syntax behaviour.
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You must be making a mistake somewhere - there are plenty of example maps - all of mine which I use it in have the source files included so you can have a look and see how it was done!
It would help if you explained what youve done, step by step, so we can try and figure out whats going wrong!
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Then you need -bounce 8 in your compile. This will simulate radiosity from sunlight. If you dont want to wait for that (as it adds a lot of time) then you may have to consider individual shaders for extra lighting.
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For the utilities room, those lights on the floor are emitting way too much light for their size. Either decrease the light or increase the source to make it look more realistic. Going in nice places though, like the style so far.
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Dont forget about light emitting shaders!
Asgarath83 likes this -
You might be able to use some form of get or set origin to take the current ingame origin of the doors and rotate from there instead of around a pre-set point.
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Sometimes if the origin of the model is silly (i.e not in a logical position) it can appear leaked even though the physical model itself is within the map boundaries. You can use zoffset to correct that. Otherwise, yeah, its just a bug.
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Sounds are only affected by VIS in JAMP. Hence why areaportals or other vis blocking methods will block sounds from the player.
BSP Issues
in Modding Assistance
Posted
There's nothing wrong with editing a .map using a good text editor like Notepad++ if theres a specific error you want to fix that you cant from within radiant - or mass texture path replacing and the like. Sure keep a backup just in case.
As for your patches, perhaps convert the whole thing to an ase? Tho if its terrain would require a lot of clip work... The benefit of this is though you can use -subdivisions to decrease the triangle count on the terrain easily.
Also if you have a Win7 PC with 4GB RAM or more use the newer q3map2 from our downloads section which uses more RAM to prevent that error. Use search tool to find previous posts on this issue (which has come up many times)