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Szico VII

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Everything posted by Szico VII

  1. So, to confirm...ladders work in JK3? Thats news to me
  2. Ladders work in jk3?
  3. 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
  4. You have to actually select the patch, not try and select a single surface like you would a brush
  5. 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)
  6. For simple decals just use decals
  7. 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
  8. 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.
  9. 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
  10. Well, theres a lot of features of newer games and engines that obviously are fantastically superior to JA
  11. I think its addflagged f (for function) Bots will auto press useable things when they go near them.
  12. http://www.simonoc.com/pages/articles/terrain2_1.htm
  13. Was going to make it into a cod zombies style thing, but by all means, SP it up..
  14. If moonbase is done, can add that in...Got some annual leave in November...might be possible
  15. Perhaps @ might consider making it into a site tutorial for you?
  16. Try 1.6.4 branches from this site, they save fine on VIsta/7.
  17. This will also crash your MP mode upon map load. Try OpenJK if you want a non-crash widescreen in MP
  18. q3map2 has always been multithreaded - most of it anyway.
  19. If only making HL3 was one of them
  20. 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?
  21. Yeah I will, not owning any modelling programs and q3map2 only outputs to ASE.
  22. 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
  23. Hey, my ase>md3 request was first
  24. 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.
  25. Unless youre using the >4GB version uploaded here and a 64bit OS it cant utilise more than 2GB anyway.
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