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Everything posted by Szico VII
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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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@@Fire Phoenix 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) Download Fixed files
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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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- 22 comments
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- Native Windows Support
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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.
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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
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One day someone will write an easy conversion tool where I can just click "convert".... In my dreams, anyway.
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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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@@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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Star Wars Episode VII Discussion
Szico VII replied to Circa's topic in Star Wars Franchise Discussions
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. -
Star Wars Episode VII Discussion
Szico VII replied to Circa's topic in Star Wars Franchise Discussions
http://starwars.com/news/star-wars-episode-7-cast-announced.html Thoughts? I'm starting to feel excited. -
What @@mrwonko said
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Cool, except the rend2 I have no longer works with the most recent OpenJK builds And a tutorial on how to use cubemaps would be very nice
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How did JKG do it then?
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I think I have explained poorly. What I mean is, rend 2 wont grab data from the .shader that it doesn't find in the .mtr if such a shader is present in the map. So unless you re-transpose any new shaders into your .mtr as well as the .shader (even if they have no rend2 specific stages) then rend2 wont load them. As Xycaleth said, it seems to ignore the .shader entirely if there is an mtr present, I thought it would intelligently look at both, but guess not hah
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Really...Every time I add a new shader to my normal .shader, I also have to add it to the .mtr to get it to work in rend2 (even if theres no rend2 specific stages)
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I dont think it does - Unless I have a .mtr which is identical to my .shader I get a load of buggy texture errors. It doesnt appear to me like it falls back on the .shader at all. Every time I add a new shader I also have to add it to .mtr or rend2 wont load it properly. Or, at the very least, if you do have an mtr, but it doesnt contain all the same details that the shader does, it doesnt also reference the shader too.