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Szico VII

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Everything posted by Szico VII

  1. Final shots of caverns. Time to move on I think.
  2. @@Angelus - The SFX folder doesn't exist in JKA (That tutorial is for quake3). Have a look for common/mirror. Or you can use your own mirror shader. It is DEFINITELY possible Ive done it myself several times in several maps. textures/blueice_nightfall/nightfall_camera { qer_editorimage textures/blueice_nightfall/nightfall_cameraportal surfaceparm playerclip surfaceparm nolightmap portal { map textures/blueice_nightfall/nightfall_camera blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } }The image referenced is a black .TGA image 16x16pixels. You can download the source files for that map and see how its set up there if you need a practical look at it working in radiant - Its inside a wardrobe in one of the bedrooms. https://jkhub.org/files/file/1315-blueice-nightfall/
  3. There's no security camera function in MP, but there is a workaround called a camera_portal. http://www.1upclan.info/hosted/bubba-map-tuts/camera1.html
  4. IMP_DETENTION IMP_MINE
  5. FACTORY #03 FORCE HOLOCRONS H_EVIL
  6. Well these are just here for someone else to put onto the wiki really... That kind of info can be added there. They're all in alphabetical order - once Ive finished all of them (good god) I'll upload a zip with them all in the right paths.
  7. Its always crashed in MP when playing in widescreen. SP works. Use OpenJK which fixes it and other things. http://jkhub.org/files/file/1568-open-jk-windows-installer/ Console commands r_mode -1 r_customwidth xxx r_customheight xxx vid_restart
  8. Started recreating a map models directory with screenshots (for a second time in my life) for JKHub. Id be grateful if someone could take these images and add them to the wiki on a page in a well organized fashion. Will update the OP when most images are in. https://jkhub.org/files/file/1578-map-models-image-reference-library-for-jk2jka/ BESPIN BOUNTY BYSS CAIRN
  9. I recreated one for Map-Craft which nobody seems to have a copy of. Gah. Starting again
  10. Someone recently submitted two Star Trek maps that were quite well-made, but were rejected because they had a load of content from other mods without credits or (presumably) permission. Could show you those if you needed some inspiration.
  11. Well now you have. This is JK3 not ioquake3. Also be aware these are not 'proper' external lightmaps as JK3 doesn't support them, its a shader workaround as described in the tutorial link I posted above. The only game I know of around JKA era which did was ETQW. The options if you are able: - Implement internal high-res lightmaps (? comptibility issues) - Implement external high-res lightmap support - Fix the patch only/nodlight issue caused by current workaround implementation of external lightmaps (See tutorial link earlier) - Dynamic lighting system. EDIT: Here's the tutorial link for the workaround again (only works on patches with nodlight surfaceparm) Was written for Smokin guns where presumably, there is no issue, http://sgq3-mapping.blogspot.co.uk/2009/01/using-hi-resolution-external-lightmap.html Here is the wiki description of this workaround - http://openarena.wikia.com/wiki/High_resolution_lightmaps
  12. Thread closed at request of author.
  13. Oh, we're not speaking of the mapping collaboration? ...I'm lost.
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