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Everything posted by Szico VII
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Jedi Knight Galaxies Release
Szico VII replied to eezstreet's topic in Jedi Knight General Discussions
Whilst everyone appreciates that things do get forgotten accidentally in mods (especially large multi-dev mods) it can be very galling if credits are forgotten, regardless of intent. If this is indeed the case I'm sure it will be rectified ASAP by the team (because I dont think any omissions were malicious) -
Released Verschneit (Idyllic Snowy Village)
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
bad dum dum tssssh....... -
Released Verschneit (Idyllic Snowy Village)
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
It was personal. -
Please dont scrap icarus unless you intend to replace it with something better.
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Dude, I had that exact same wallpaper at christmas. *high five*
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This should prolly be in modding and editing now its a WIP. @Caelum
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Jedi Knight Galaxies Release
Szico VII replied to eezstreet's topic in Jedi Knight General Discussions
I do think there should be a list of complete credits...or maybe Im just missing it? -
Released Verschneit (Idyllic Snowy Village)
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
Actually, someone did offer me a paid position as a level designer for a (online q3 type game apparently) but had to turn it down as really don't have the time what with med school and girlfriend and everything else that eats away at stuff -
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Released Verschneit (Idyllic Snowy Village)
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
Yeah, because you actually walk through the road patch meshes (to simulate deep snow) - (and apparently the q3map+_material snow) doesn't work on solid patch surfaces either, I needed to make the caulk underneath have that material property, hence the custom shader. Looks identical in radiant though, same editor image. Same goes for the physics clip on some of the outside models like the cave and the lamps e.t.c. -
http://jkhub.org/files/file/1335-q3map2-2gb-memory-usage/ Theres a workaround version by Robophred called q3map LAE (large something address) which uses a bypass to get 1.5Gigs on a 32bit system I think.... Cant find it tho...
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It has whatever the most recent official q3map2 is 2.5.16 or 2.5.17 I believe. If you want the increased memory handling you must DL a new (unofficial) version from JKHub or elsewhere.
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...what? From that thread it seems like most were for it.
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You could use an animmap with several levelshots each containing a different message - it'd just mean creating like 10 levelshots or so for each map. Something like this: levelshots/mymapname { { animmap 0.25 levelshots/mymapname_1 levelshots/mymapname_2 levelshots/mymapname_3 levelshots/mymapname_4 } }
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Dont organise icons? What? Ive NEVER organised ANY icons of any description. Only the contents of the map
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1.4.0 is better and has more features and plugins imho, and as has been said, more stable. Also, there's nothing you can do in 1.5 that you can't in 1.4 (but not the other way around.) 1.5.0 has a obj exporter. But, its crap as it wont export patch meshes. So I don't count that one.
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The proper answer is 3-point clipping. Or patches.
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Enough sarcasm
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Well, couldn't sort out q3map2....but here it is in-game using the original q3map and mohlight compile programs!
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I made one. Twice. Seems it died with Map-craft
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Question...if you're "getting back into your 3dmax chair...." how is this your first model?
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Definitely not that. Thats just a frontend for q3map2. Moreover, its crap at setting up with games not in its list (already tried) So...sorry thats no help!
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*bump* - E=mailled him no reply (as expected...) maybe a coder can step in?
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Been trecking around my H.D.D for years - haven't had time to properly do it all up, just added the need-to-play elements like spawns and weapons and released as-is. Enjoy! http://jkhub.org/files/file/1337-the-matrix-unleashed-lobby/
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You wouldnt buy a game coz the ending isnt to your taste? No wonder the 2 main founders of the studio quit :|