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Everything posted by Szico VII
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https://jkhub.org/files/file/1976-map-models-pack-01/ Depends what you feel this brewery would need, but there's things like a forklift and a generator model in there.
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Is there any limits of the bump mapping ?
Szico VII replied to Langerd's topic in Modding Assistance
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. -
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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Is there any limits of the bump mapping ?
Szico VII replied to Langerd's topic in Modding Assistance
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) -
-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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Sorry just got back from honeymoon, been away
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http://tf3dm.com/download-page.php?url=submarine-28398 Sub Model
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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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- 22 comments
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- Native Windows Support
- JK2
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Version (v1.0)
423 downloads
// Map Models Pack #01 // ==================== // by Szico VII // 20th July 201 ====================== Converted for JK2/JK3 by Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com http://www.jkhub.org Assorted Map Models Pack (v1.0) ======================= Installation : Extract the contents (.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! You will need to include this readme.txt and .pk3 file in any work you release which utilises these files. Copyright information ====================== You may use any of the materials in this pack freely in your own work, as long as you include credit to myself and the original author (if listed here) in your readme.txt You may modify and redistribute these assets as you see fit for your work, with the above provisions. Information ======================= Although some of these models were created by myself using Radiant, to the best of my knowledge, the vast majority were made by 3DRegenerator, and are free to download from http://tf3dm.com/3d. You are free to use any of these models for personal use provided they are not for financial gain. Please give credit to myself and 3DRegenerator if you decide to use these models in your map. This file will need to be included in your release pk3 as well as your own assets. A great deal of work has gone into converting, re-texturing, creating shaders and fixing compatibility issues with all of these models - I hope people find them useful. JKA does not have many "prop" or "real-life" models available as part of the default packaging, so these models should be useful for anyone attempting to create a more realistic modern environment. If anyone would like to contribute any models created by themselves, either for JK3 or in radiant as a .ase file, please contact me if you would like them converted to md3 and put into any future releases. Any requests should be directed to me or other communtiy members at www.jkhub.org Many thanks, Szico VII. Credits: ======================= 3DRegenerator - For publicly available models for free personal use Freely available from http://tf3dm.com/3d Original author: 3DRegenerator http://www.enemyterritory-stuff.net/Prefabs.html Freely available prefabs created by members of their community. Unfortunately, many details regarding the authors are not available, however should anyone feel their material has been used unjustly please feel free to contact me and it will immediately be removed from this pack. Specific credit goes to Avoc for his grass models. http://www.md2.sitters-electronics.nl/models.html The 3D models have a licence under GNU and CC_attribution and are freely available for personal use.Original authors are not credited on this page, however should anyone feel their material has been used unjustly please feel free to contact me and it will immediately be removed from this pack =========================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS. ============================================================ ~Szico VII~ -
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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Can ROQ's be mapped onto a texture (for skins)?
Szico VII replied to Omicron's topic in General Modding Discussions
I think there is a shadercommand to do with surfaceFx which might work, as it does for sprites. -
Version (v1.0)
131 downloads
// BlackRayne's // Map Models Pack // ==================== // by Szico VII // 12th July 2014 For more models: https://jkhub.org/files/file/1976-%7B%3F%7D/ Original Author: Lt1 and BlackRayne Studios E-Mail: blackraynestudios@gmail.com http://www.blackrayne.net Converted for JK2/JK3 by Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com http://www.jkhub.org BlackRayne's Map Models Pack (v1.0) ======================= Installation : Extract the contents (.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! Original Readme: ================ These Map Models were created by Lt1 and Black Rayne Studios. Copyrights : This game component is created and owned by Lt1 and Black Rayne Studios. No modifications on any part of it are allowed unless indicated. You may not use this object as base to create another one. It must be used as is. You can use it freely in any games as long as you include a note indicating you got it from me. For any troubleshooting or inquiry, feel free to contact me. ================================================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS. ================================================================================== ~Szico VII~- 1 comment
- 2 reviews
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- JKHub Exclusive
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Version (v1.0)
143 downloads
Vehicles Map Models Pack ==================== by Szico VII July 13th 2014 Converted for JK2/JK3 by Szico VII MSN: szicovii@gmail.com E-Mail: szicovii@gmail.com http://www.jkhub.org For more models: https://jkhub.org/files/file/1976-%7B%3F%7D/ Vehicles Map Models Pack (v1.0) ======================= Installation : Extract the contents (.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go! Credits: ======================= Detoeni - M3 Halftrack Model IndyJones - Forklift Model 3DRegenerator - Truck, Bus, Car, Lorry and Van models. Original Readme(s): ================= M3 Halftrack /// ----------------- This pack contains all the md3 assets needed to use these model as misc_model in Wolfenstein-Enemy Territory. ! Model and textures by Detoeni http://www.planetwolfenstein.com/detoeni Any problems please contact me at detoeni@planetwolfenstein.com You may use this file providing it's not for profit. ©Phil "Detoeni" Gresley 2005 Forklift /// ------------- This is a forklift truck model suited for Q3 engine-based games. Author: IndyJones Date: 30.05.2010 Other Vehicle Models /// ------------------------- Freely available from http://tf3dm.com/3d Original author: 3DRegenerator =========================================================== THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS. ============================================================ ~Szico VII~- 6 comments
- 3 reviews
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- Non Star Wars Related
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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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The eyes are kind of putting me off at present
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Missing Shaders GTKradiant, Star Trek Elite Force.
Szico VII replied to RemcoHell's topic in General Tech Support
http://jkhub.org/tutorials/article/98-getting-started-with-mapping/ Try that but just change the bits about JKA to Elite Force -
It isnt at present haha....but soon I shall return...
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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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@@curve 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.