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Szico VII

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Everything posted by Szico VII

  1. For simple decals just use decals
  2. 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. http://www.simonoc.com/pages/articles/terrain1_2.htm
  3. 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.
  4. 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
  5. Well, theres a lot of features of newer games and engines that obviously are fantastically superior to JA
  6. I think its addflagged f (for function) Bots will auto press useable things when they go near them.
  7. http://www.simonoc.com/pages/articles/terrain2_1.htm
  8. Was going to make it into a cod zombies style thing, but by all means, SP it up..
  9. If moonbase is done, can add that in...Got some annual leave in November...might be possible
  10. Perhaps @ might consider making it into a site tutorial for you?
  11. Try 1.6.4 branches from this site, they save fine on VIsta/7.
  12. This will also crash your MP mode upon map load. Try OpenJK if you want a non-crash widescreen in MP
  13. q3map2 has always been multithreaded - most of it anyway.
  14. If only making HL3 was one of them
  15. Ive been using it - works very well. There's a few bugs (see the github issues) but nothing that would make me not recommend it. @OmegaSigma - You mean q3map2 or the radiant?
  16. Yeah I will, not owning any modelling programs and q3map2 only outputs to ASE.
  17. 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
  18. Hey, my ase>md3 request was first
  19. 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.
  20. Unless youre using the >4GB version uploaded here and a 64bit OS it cant utilise more than 2GB anyway.
  21. 64GB of RAM seems just as unlikely as 64MB to me
  22. Oh that, yeah, it doesnt work.
  23. That's not very descriptive.... utility tool what? Cant find anything in his file submissions anything like this...
  24. 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/
  25. There used to be a site with various q3 map models for download by qkenny - Cant find it now, that had a few new trees, as seen in Midgar v3,0 choco ranch (can always take the md3 from there). Other than that, it would be great if someone made some more... *hint hint* Alternately, depending on the type of tree you can make your own - pine trees for example are relatively easy to make yourself, as in nightfall.
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