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Posts posted by Szico VII
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http://jkhub.org/tutorials/article/98-getting-started-with-mapping/
Try that but just change the bits about JKA to Elite Force
RemcoHell likes this -
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Answer to Q1 - You can either hold the shift key and click multiple brushes at once, or you can use any of the various "select inside, select complete tall, "select touching" e.t.c) tools to highlight all the brushes within another brush that you make.
Deleting brushes has never messed up the terrain texture at all for me.
Answer to Q2 is as in the other topic:
That happens if you change the subdivisions (in easygen) by a value that isn't an exact factor of the original subdivision. (or multiples thereof if you're increasing them)
The original subdivisions is based on the size of your starting .bmp, so if it comes out at some weird odd starting number like 507 then just change the dimensions of the starting image by a pixel or two until you have a nice even number.
example.... 500x500 i original subdivisions.
If you change it to...250x250, ill be fine.
If you change it to 251x251then it wont.
example 2......512x512 original
Change to.....say 64x64, 128x128, 256x256, it'll be fine
Change to say.... 60x60, 254x254 then it wont.
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In Atlantica, I managed to do some basic NPC scripting behaviour, in the non-RPG version. Have a look at the source files for some info.
https://jkhub.org/files/file/1561-atlantica-fix/
Specfically, theres NPCs walking around, sitting on benches e.t.c - This was done in the background_functions script file.
Example:
rem ( "Move NPC Jedi 1" ); affect ( "jedi1", /*@AFFECT_TYPE*/ FLUSH ) { flush ( ); set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_NONE" ); set ( /*@SET_TYPES*/ "SET_WALKSPEED", 200 ); wait ( 4000.000 ); loop ( -1 ) { rem ( "Jedi sits down" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav1_sitdown" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_SIT4" ); wait ( 1800.000 ); rem ( "Jedi gets up and walks to waypoint 2" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav2_garden" ); set ( /*@SET_TYPES*/ "SET_ANIM_BOTH", /*@ANIM_NAMES*/ "BOTH_STAND1" ); wait ( 8000.000 ); rem ( "Jedi walks to waypoint 3" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav3_garden" ); wait ( 8000.000 ); rem ( "Jedi walks to bench" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav1_garden" ); wait ( 8000.000 ); }
You might wonder why theres so many "set-anim" commands. Well thats because it doesnt work properly in MP, and wont repeat or hold an animation. Therefore you have to manually add in how many times you want the animation to run inside of any looped command where there are other actions. The navgoal stuff seems to work fine though.
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You can just hit the "I" key to select everything , provided you haven't already selected anything.
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When converting to .ase it gives the error:
FloatPlane: badnormal
BaseWindingForPlaneAccu: no dominant axis found because normal is too short.
Having looked at the .map, theres 2 major issues I can see.
1) You haven't built the patches to fit the grid - I suggest remaking it and using the snap to grid option to make sure everything lines up.
2) You need some brush geometry, even if its only caulk box in the middle (detail brush), and it should all be surrounded by a caulk structural brush box as well
3) BobToolz brush cleanup revealed several phantom and bad brushes/patches, probably related to you not building them to the grid.
After fixing the problems with the .map, the ASE conversion (using -patchmeta and -subdivisions 4) and subsequent conversion to md3 worked perfectly. I haven't rebuilt it to the grid, you can do that (and you should)
Boothand and Fire Phoenix like this -
The link doesn't work. Either that or I cant read it and therefore cant figure out how to download it.
EDIT: After google translating it it appears it wont let me download whilst I use an ad-blocker, sorry!
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That happens if you change the subdivisions (in easygen) by a value that isn't an exact factor of the original subdivision. (or multiples thereof if you're increasing them)
The original subdivisions is based on the size of your starting .bmp, so if it comes out at some weird odd starting number like 507 then just change the dimensions of the starting image by a pixel or two until you have a nice even number.
example.... 500x500 i original subdivisions.
If you change it to...250x250, ill be fine.
If you change it to 251x251then it wont.
example 2......512x512 original
Change to.....say 64x64, 128x128, 256x256, it'll be fine
Change to say.... 60x60, 254x254 then it wont.
Futuza likes this -
So.. what do you suggest I do now?
I have the model in .map file and it's all fine with textures and shapes. I use this program to convert to ase http://jkhub.org/files/file/950-map-to-ase-converter-utility/
But it gets very bugged and I would rather converted it directly from .map to md3
Perhaps you should convert it manually and if it has patches you'll need to use the -patchmeta line otherwise none of the patches will be put into the .ase
Once you've done that, ase to md3 in Noesis works a charm.
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the alphagen portal might work
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Its useless for me as it doesn't export patches
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No its a radiant .ase so the textures come from the /textures/mapname folder
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No I tried ase to md3.
.map it doesnt load at all, and when converting to .obj all the textures disappeared but the model itself converted normally.
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Oh my god....it worked on the one I just tested. Oh..my...god. MUST TRY MORE
Archangel35757 and Futuza like this -
One day someone will write an easy conversion tool where I can just click "convert".... In my dreams, anyway.
Atlas likes this -
There's lots of reasons you might prefer md3 but I'm still looking for a fast easy way to do it without needing a dedicated modelling program
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All set to 0 except r_hdr
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The glow is less in your face now. I might tweak it to be more like the original glow if people prefer the old way. Is there any difference at all if you toggle r_dynamicGlow?
And there's still some issues with ordering of draws which might be what you're seeing with the water.
@@Xycaleth - I cant see any difference with 1 or 0. Screens later
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@@Xycaleth - Newest version doesn't crash anymore but there doesn't appear to be any dglow...has the shader command changed?
ALso theres a weird bug where if my 2d screen items are visible (i.e cg_draw2d 1) my water shader intermittently disappears
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Mine is also now crashing on startup with the most recent build Xycaleth posted.
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Awwwwww no, there's a guy from About Time in it? FUCK.
As for Max Sydow, judging by his past appearances on Stargate e.t.c, he's gotta be a bad guy.
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http://starwars.com/news/star-wars-episode-7-cast-announced.html
Thoughts? I'm starting to feel excited.
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What @@mrwonko said
Help me help another Modder
in Modding Assistance
Posted
As they're free models...send some to me and i'll see what I can do (the .md3 format)
put them all into a .zip file with the texture assets please.