-
Posts
1,054 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by Szico VII
-
-
You have to actually select the patch, not try and select a single surface like you would a brush
-
Some images would probably be helpful at this point. Did you do SHift +S and then hit "Fit" or try set and you can do like 2x1 or 3x1 instead of fit (1x1)
-
For simple decals just use decals
-
Your best bet really is to fade the two textures together using alpha mods, because this eliminates need for an alpha channel and you can have your lightmaps.
Boothand likes this -
http://jkhub.org/tutorials/article/91-creating-curved-corner-cylinders/page-3?
There you go, then you just need to "Fit" your texture to the patch and it will bend it to fit the patch. Much easier than making a round texture, especially as radiant round curves aren't actually perfectly round so never match up with a texture that is.
Cameron007 likes this -
Hah, I dunno. For me part of the fun is trying to get it to do shit that it doesn't make easy for you
-
Well, theres a lot of features of newer games and engines that obviously are fantastically superior to JA
-
I think its addflagged f (for function)
Bots will auto press useable things when they go near them.
j - The bot will jump while trying to get to this waypoint.
d - The bot will crouch while trying to get to this waypoint.
c - A camping/sniping point, the bot will often stand here if it has camping properties.
x - Same as 'c', except the bot will crouch while camping.
f - Wait for a func brush underneath this point before moving onto it. This is useful for elevators, moving platforms, and other such items so that the bot will wait until the object is under the point before advancing.
x - This creates a one-way forward point. The bot will travel past this point, but when reversing on the trail, once he reaches it he will turn back and go forward again. This is a good last resort if you want the bot to jump off a tall ledge he can't get back up. However, use these points sparingly, as they make the bot much less efficient in getting places.
y - This creates a one-way backward point. Same principle as the above, except the bot will only pass this point when following a trail in reverse order (5, 4, 3, etc).
n - The bot will not perform visibility checks when moving to this point. Should also be used sparingly, as the bot can easily get stuck when moving to these if something prevents it from getting there.
m - Sort of reversed from 'f'. The bot will only move here if there is NOT a func brush underneath this point. -
-
-
-
-
Try 1.6.4 branches from this site, they save fine on VIsta/7.
-
This will also crash your MP mode upon map load. Try OpenJK if you want a non-crash widescreen in MP
-
If only making HL3 was one of them
-
Yeah I will, not owning any modelling programs and q3map2 only outputs to ASE.
-
JKG was really disappointing the first time - can't believe its been another year!!!
Waiting for the new one with excitement, although not as much as the first one
-
Hey, my ase>md3 request was first
-
Thats exactly when the >2GB version is useful - it'll compile without needing lomem, thus often drastically reducing compile times. Also useful if you get safe_malloc in the -meta stage (yes, it can happen) as theres no -lomem switch for that.
-
Unless youre using the >4GB version uploaded here and a 64bit OS it cant utilise more than 2GB anyway.
-
64GB of RAM seems just as unlikely as 64MB to me
ChalklYne likes this -
Oh that, yeah, it doesnt work.
-
That's not very descriptive.... utility tool what? Cant find anything in his file submissions anything like this...
-
Indeed, tis not working for me either. There was already a JKHub master set up - you can access it in baseja using this mod.
http://jkhub.org/files/file/1408-the-jka-all-seeing-eye-server-browser-mod/
Circular Shaders
in Modding Assistance
Posted
Fit is working as it should - you just need to rotate it 90 degrees by pressing the rotate left or right button twice (when its set at 45 step) to make it go around the curve of the patch. Set will allow you to do things like 2x3, 2x4, 1x2 e.t.c as fit is auto 1x1
If you want them going straight (in relation to the walls) then cap, as you already saw, works for that.
As for save and compile issues, id be tempted to swap to radiant 1.6.4 (see downloads) or use a q3map2 frontend like q3map2tools (also on the download section)
NB: The horizontal and vertical stretch arrows will increase/decrease the texture size from whatever you have set it to using fit/set/cap e.t.c