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Posts posted by Szico VII
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I would like to keep the moon rock terrain - it needs to be darker if possible though with more shadow definition!
The problem is the black...outline at the horizon where the terrain meets the earth, which makes it look pasted in.
Otherwise I like them both! A massive earth with flare would be cool, but no more or less than the current one!
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One nebula is fine, just didn't want a whole skybox of them!
If you want to do some moonrock soft terrain for the ground that'd be neat to have a version with that too!
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Many many thanks @@AshuraDX !!
2048 please!
If possible, can it be mostly black space with stars (i.e not too many nebula effects) with the earth (or other similar planet visible at a reasonable size?)
Cheers man
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What's wrong with widescreen? It's perfectly fine, ignoring the HUD stretching which is easily fixed under mod code..
ARRRRRRRRRRRGHHHHHH!!!
Are you trolling on purpose?
Theres nothing wrong with widescreen. In fact, I love widescreen. Except it crashes my MP unless I go through the laborious process outlined in previous posts. SO was hoping someone would put out a stand-alone patch to fix it before the rest of open JK.
*kills self*
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As I found a copy of the script in the old midgar v3.0 source and remembered someone had asked me to post it - here it is:
//Generated by BehavEd rem ( "Skybox Screenshot Script" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "cam1", ORIGIN)$, 0 ); rem ( "===========================" ); rem ( "sky_rt" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_bk" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 90.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_lf" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 180.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_ft" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 270.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_dn" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); rem ( "===========================" ); rem ( "sky_up" ); camera ( /*@CAMERA_COMMANDS*/ PAN, < -90.000 0.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); affect ( "player", /*@AFFECT_TYPE*/ FLUSH ) { sound ( /*@CHANNELS*/ CHAN_VOICE, "sound/chars/r2d2/misc/r2d2talk03.mp3" ); } wait ( 4000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE );
First off copy the code into a txt file and save it into base/scripts.
Then open it up in BehavED and compile it into an IBI file.
Then, you must make a ref_tag in your map where you wish the "camera" to take pictures from, and have a spawn point trigger link to a target_scriptrunner which activates this script.
Give the ref_tag a targetname "cam1"
COMPILE THE MAP (Duh.)
Load up Jedi Academy SINGLE-PLAYER mode.
Open the console and (depending on your maximum screen resolution) set a custom resolution of 1024x1024 or 2048x2048 using the following commands:
r_mode -1
r_customheight 1024
r_customwidth 1024
vid_restart
(You can also try cg_fov to get different results)
Now run your map using the /devmap mymapname command.
It will boot into a cutscene - Your job is to take a screenshot (bind it to a number key, say "2") every time the view changes, without allowing the 'screenshot xxx taken' message to ruin your lovely pictures.
The script will show you 6 views from the point you placed your ref-tag, which you can then use as your 6 skybox images. It will make a beep noise as it changes view, and it changes every ~4seconds.
Now rename the screenshots to skybox_bk, ft, lf, rt, up and dn as appropriate.
VOILA.
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But alas, no answer to the actual question/request
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@@minilogoguy18 Perhaps you've not run it properly - the mod menu in-game doesn't work, you have to run it from a .bat as described in the read-me. Also you need to be on v1.01.
Yeah, I didn't bother with the shortcut extension, here, just copy paste this into a text file, save as a .bat and run it from JKA/gamedata:
jasp +set sv_pure 0 +set fs_game dfmod
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@@MoonDog - No idea, as it doesn't let me download any of the files except the video
- Its basically all shader/brush work to fake the illusion of true dynamic lighting.
Nobody asked for one
I'll put together the 3 different level sections and compile tomorrow if people are interested.
Unifermius likes this -
Y'know, my favourite bit is that screen in the far wall on the first pic (or 3rd of most recent posted) LOOKS EPIC.
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From memory that means you've got a brush which is both a) structural and B) has too many sides/faces. Try finding complex many-sided brushes and split them into separate sections or make them simpler, also make them into detail brushes.
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Yes. Its base JA. Will be replaced eventually.
EDIT: On second thought, does anyone know or have a link to a good HD space/moon skybox? Cant find anything atm.
EDIT EDIT: RenderFrame -1 seems to work, cheers @@eezstreet I mean, now the menus are so bright I cant see them but it works ingame with the 2d aspects turned offEDIT EDIT EDIT New vid using qeffects..
CaptainChar, eezstreet and ChalklYne like this -
Still cant get effects to work, might call it a day...
In other news, new tramway in progress.
Barricade24 and Link like this -
Guys... I said it only works via server list, and doesn't via anything else! Also I know it has been fixed eez, please observe previous posts where I wondered if there was gonna be a stand-alone widescreen patch around a bit earlier than the entire rest of the update?
DANKE.
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Well I'm losing patience too
Oh right...yes, clip. Clip....mmmmmmmmm.
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Doesn't work at all unless it's set to 0. DOES work if I have some kind of hud up, (cg_drawgun 1, cg_drawcrosshair 1, cg_draw2d 1) but as soon as these are all set to 0 (or just draw2d 0 on its own) it buggers off again. Which is annoying as for screenshots I need none of those things :|eezstreet, on 27 Apr 2013 - 02:40, said:
Alter the RenderFrame in the .ini. Sounds like its trying to apply the effects to the HUD instead of the 3D viewport. Try /cg_draw2d 0 as well.
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As a mapper, map/devmap are quite essential
Maps wont load from the menu either, still crashes. Can get into servers with BASE maps without crashing from the server list. Weird.
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Those commands crash MP unless you vid_restart once the map has loaded. Which is just irritating if you're in a server as it'll crash every map switch and then you have to reset to 4:3 res, then vid_restart with those settings and redraw map once its loaded.
I know its one of the first things you fixed but is there any way that particular fix could be put out as a stand-alone release for the average Joe soonish? Seeing as how waiting for EVERYTHING to be finished will presumably take some time.
Circa likes this -
Yer that! Oh, and incidentally, if anyone can get a MP widescreen patch out separately now, that'd be REALLY nice of them
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Tried it with QEffects GL....it only works when I "noclip" or hit menu...then stops working as soon as the console log vanishes. Weird. Still..
And a vid:
CaptainChar, ChalklYne, Unifermius and 1 other like this -
Shit...was it really November last I looked at this? Damn...might need to get back on it ASAP :|
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Aside from the VIS, can we expect a max vehicles fix included ?
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We have cairn .maps, including the one that never shipped with the game (2 prefabs and a near-complete level). When legal crap calms down I'll try to get the rest.
Thats all well and good but Cairn comprises of only one in-game location does it not?
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Perhaps a policy whereby if proof can be offered that a reasonable attempt to gain consent has been made to the author, and there has been no response, then perhaps we would be able to upload it under the 'JKHub' name. However it would need discussion, mostly with those resonsible for the site itself...mainly Caelum. If he's okay with that then I guess it could be changed. However as he is the site owner and ultimately the founder and the one who would be dealing with any (however unlikely) fallout he'd need to sanction it I think!
@@Caelum @@Inyri @@CrimsonStrife @@Fighter @@therfiles @@MagSul @@Azatha @@Milamber
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You can always decompile maps to get a rough idea of how they were built?
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protip: how?