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Szico VII

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Everything posted by Szico VII

  1. Did you check the things I said?
  2. 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.
  3. 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.
  4. 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
  5. @@Onysfx - The download link you gave was invalid.
  6. Yeah, I always thought that a proper backup here would be far more suitable!
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. 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.
  12. Dont forget about light emitting shaders! http://web.archive.org/web/20081228205726/http://www.richdiesal.map-craft.com/darthg/Shaders_365/lesson2/sh365lsn2.htm
  13. 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. @@mrwonko
  14. 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.
  15. Sounds are only affected by VIS in JAMP. Hence why areaportals or other vis blocking methods will block sounds from the player.
  16. No it doesn't - the connector line will go to a specific brush but you'll notice that actually its targeting the entity, not the actual brush. (the "targetname") of the entity is targeted by the "target" of the trigger_multiple. As for realistic elevators with opening doors, can be done with scripting - examples below: http://jkhub.org/files/file/210-the-matrix-unleashed-submetro/ http://jkhub.org/files/file/1337-the-matrix-unleashed-lobby/
  17. Yes, You can also do right click>ungroup entity to return something to worldspawn or right click>add to entity to add new brushes to a pre-existing entity. You just select the entity first, then the new brushes if you're doing that...I think. (might be the other way around)
  18. Arent there just tickboxes for the various spawnflags on 1.5.0? Much easier than manually figuring out the spawnflag value...
  19. In which case all you need is a trigger multiple at each end which targets the func_door. Easy peasy! Give the triggers a wait time of approximately how long it takes the lift to move from top to bottom (as determined by the speed you give it) so people arent able to make it spaz out.
  20. Just set a "wait" key for the number of seconds you want it to stay in the open position if you dont want it toggled at each end manually.
  21. The best way of managing this (in my opinion) is to make a func_door instead of a func_plat. You can then have this door be triggered by a trigger at the top and bottom of the shaft. You can use direction Up and a lip value (of positive or negative, depending on whether it starts in up or down position) to determine the amount it moves. You can also specify a soundset for making noises if you like.
  22. Oh right, yeah, system/ladder doesnt do anything in JA, never has for me anyway.
  23. How does clip make a ladder that can be climbed?
  24. Theoretically yes, but would have to be split into smaller md3 as theres a max vertex count of ?1000 per model
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