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Posts posted by Szico VII
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Make sure those grates are detail brushes - that will also solve your problem.
AFAIK, surfaceparm trans means that it ignores vis calculations and light will pass through it, whereas nonopaque just means when calculating lighting, this surface will let light through, but for vis calculation purposes you cant see through it.
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One thing you could to (to get around it) is to use the remove command to delete the vehicle, then use a static model equivalent at the same time, make it appear visible.
Rotate the static vehicle model to the right angle, then again hide it (SET_INVISIBLE) and respawn the vehicle facing the right way.
Bit of a workaround if the rotate a vehicle thing doesnt work.
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q3map_lightmapsamplesize 1x1
Thats one of the things that can cause such an error, particularly if the shader is used extensively and especially if combined with a worldspawn key like _lightmapscale (0.xx)
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-subdivisions only applies when you're using it to convert brushwork into an .ase model (using -convert ase), in which case a lower value will increase the level of detail of the baked patch surfaces into the ase, afaik.
If you want to increase the LOD of patches ingame, you want something like r_lodcurveerror (and change it from 250 to 500, or 1000)
If you want to change the LOD of the patches in radiant, there's an option called patch subdivsions in the preferences somewhere.
However, ingame this always approximates to a subdivisons value of 4-8, unless you change the curveerror as stated above.
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Try again now
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Send it to me and I'll have a go - usually you should be able to move things fine! Exceptions are if you haven't built to the grid or if you dont click within a brush when moving a section, because then you risk resizing it instead of just moving it. Get me via PM
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Can't you use the "angles" key to set an angle a player must be facing to activate a trigger?
Of course, I imagine that would mean if they ran backward through it it would work in the opposite direction.
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I think there is a shadercommand to do with surfaceFx which might work, as it does for sprites.
Omicron likes this -
I am at work at hospital every day you know and am also trying to find a new house...I'll get them working for JKA when I can. Please stop sending incessant messages.
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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.
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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)
Fire Phoenix and Boothand 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
Is there any limits of the bump mapping ?
in Modding Assistance
Posted
Lightmapscale of >1 will actually help, as it is values of less than one that will cause this error. However having that on 60% of your brushes will do it regardless, particularly if you're compiling with -samples or -bounce or -filter. You can use it more sparingly or try 2x2, 4x4 instead.