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Szico VII

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Everything posted by Szico VII

  1. 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
  2. @@Xycaleth - I cant see any difference with 1 or 0. Screens later
  3. @@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
  4. Mine is also now crashing on startup with the most recent build Xycaleth posted.
  5. MARRIED!

    1. Show previous comments  15 more
    2. Omicron

      Omicron

      That got weird...

    3. scp_chaos1

      scp_chaos1

      buenos dias szico como van los modelos

    4. Smoo

      Smoo

      Quite a late comment but congrats man :]

  6. 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.
  7. http://starwars.com/news/star-wars-episode-7-cast-announced.html Thoughts? I'm starting to feel excited.
  8. 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
  9. 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
  10. 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)
  11. 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.
  12. Base maps will look almost identical unless someone updates them with rend2 shaders and textures.
  13. So my friend, is the SEARCH tool
  14. I've never noticed angles nor radius to do much for me
  15. Well, the light texture now needs changing, but look how much bigger the light had to be to get the rough same lighting effect! Its really easy to change your shaders to customise the light colour, textures, intensity. http://mapping.jkhub.org/Shaders365_Lesson_2_LightEmitting_files/sh365lsn2.htm
  16. Its hard to tell for sure, though is that entity lighting? Have you tried a shader light, removing the light entities and seeing how it renders, that would be a more realistic impression.
  17. I might suggest that the source is disproportionately small to the light emitted then
  18. So if I made an entity with basic textures and one part had a shader with this parameter, all the other textures would get scrolled as well?
  19. Again. The question wasnt what is tcmod. It's what is tcmod entitytranslate
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