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Everything posted by Szico VII
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Put together an alpha pk3, if anyone wants a look send me a message tonight! (Its still VERY alpha)
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I cant find any reference in the 15+pages i looked through for widescreen fixes :| Why aren't those builds organised by date? :| Finally, and most importantly....how do I use the files Ive downloaded? Extracted to JKA/cant run the executables... something about not having openAL.dll Edit: Nevermind, it goes into gamedata not install. Cheers!
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why use r_subdivisions 4 when you can use 2 or 1
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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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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: 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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353 downloads
===================================== Final Fantasy VII - Midgar (v3.0) SOURCE FILES ===================================== by Szico VII 24th December 2006 ===================================== MAPPED BY Szico VII MSN: szicovii@ntlworld.com E-Mail: szicovii@ntlworld.com AIM: Szico VII http://szicovii.jkhub.org Final Fantasy VII - Midgar SOURCE (v3.0) ====================================== These source files provided are for learning and reference purposes only. No elements may be used/ripped or otherwise altered for released materials. You may do whatever you want with them provided the edited materials are not distributed. If you wish to use any of this material in your own work please get permission from me and/or the various authors of any included models. INSTALLATION: ============== IMPORTANT: You must have the Midgar v3.0 pk3 in your base folder, or the files within it extracted to base. You can download the map here: https://jkhub.org/files/file/212-final-fantasy-vii-midgar/ - Use the WINZIP Wizard to extract all files within this zip to your "Jedi Academy/GameData/base" folder. Here is what will be installed. - Editor Textures - Map Models - Map Scripts - Map Shaders - 64 Vehicles Extension (by Hatrus) - New MP Entity Definitions used by map. (by Darth G) EDITORS NOTES: =============== - Easygen files are included, and can be found in the Easygen/save folder. These should be moved to wherever Easygen is installed. - The map which people play on is "midgar_v3". The other maps included are just the seperate areas which I made individually. Some ASE Models are also included. - A skybox script is included, under scripts/midgar_v3/skybox.ibi Running this script in a map will take 6 skybox images from a ref_tag with targetname "cam1". This is how I created all of the skyboxes seen in Final Fantasy VII - Midgar v3.0 - Skybox Lighting. Any shader skybox lighting applied to one sky shader will be applied to every sky shader in the map. Therefore when using multiple skies, only apply a skylight to one shader, or the lighting will build up exponentially. - Compiling: There are several specific command lines which must be included in order for this map to compile. My final compile line was: (BSP) -meta -notjunc -vis -light -fast- samples 2 Anything above this in terms of trying to increase compile quality results in a nasty bug throughout the map which I think is resulted to some kind of maximum lightmap error.The meta line, -notjunc is needed to prevent compile crashing at the 'Create T-Junctions stages.' ########### BOTROUTING: If you feel like creating new botroutes because you have added new areas, you will need to use a seperate map with less entities in it and then ########### rename the botroute file afterward, or else your game will crash after placing about 100 or so waypoints. The map I used is included, under the name "midgar_v3_botroutes.map" Enjoy! ~Szico VII~ -
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.
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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 off EDIT EDIT EDIT New vid using qeffects.. http://youtu.be/HB9tmG6Mws0
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Still cant get effects to work, might call it a day... In other news, new tramway in progress.
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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 :|
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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.
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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: http://youtu.be/HB9tmG6Mws0
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Shit...was it really November last I looked at this? Damn...might need to get back on it ASAP :|