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Szico VII

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Everything posted by Szico VII

  1. IMP_DETENTION IMP_MINE
  2. FACTORY #03 FORCE HOLOCRONS H_EVIL
  3. 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.
  4. 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
  5. 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
  6. I recreated one for Map-Craft which nobody seems to have a copy of. Gah. Starting again
  7. 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.
  8. 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
  9. Thread closed at request of author.
  10. Oh, we're not speaking of the mapping collaboration? ...I'm lost.
  11. Well the external method works on patches (when using nodlight ) but not brushes - if that could be fixed its be a solution that allows high-res maps whilst retaining compatibility.
  12. How is it limited to 128x128 when the source is now open and moddable? I thought anything was possible ;D That was the request. Can high-res external lightmaps be implemented? Hell, even internal ones if that's easier. Of course if there's a plan for a dynamic lighting system I guess its irrelevant...
  13. I think it was a rhetorical question
  14. Link is dead - anyone got another? Wayback archive only partially works for me
  15. I'll put up a tutorial for the water and stuff when the map is done if people would like?
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