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Szico VII

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  1. Szico VII's post in Multiple Suns / Skies was marked as the answer   
    Unfortunately, as far as I know, any shader lighting applied to a sky shader will be applied to all sky shaders in your map, even if its a different sky shader. They work cumulatively too, so having a sky light on each sky shader just "adds" together, regardless of whether that particular shader is in a given area.
  2. Szico VII's post in First terrain, some issues was marked as the answer   
    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.
  3. Szico VII's post in npc route in mp was marked as the answer   
    @@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.
  4. Szico VII's post in Converting .ase to .md3? was marked as the answer   
    @@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
  5. Szico VII's post in [Mapping] Bug with a terrain ingame was marked as the answer   
    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.
  6. Szico VII's post in Pine tree was marked as the answer   
    models/map_objects/bootland/trees/pinestem4 {     qer_trans 1.0     surfaceparm nonsolid     surfaceparm    nonopaque     surfaceparm    trans     cull twosided     q3map_alphashadow     {         map models/map_objects/bootland/trees/pinestem4         alphafunc GE128         rgbGen vertex     }     {         map models/map_objects/bootland/trees/pinestem5         blendfunc blend         rgbGen vertex     }     {         map $lightmap         blendFunc filter         depthFunc equal     } }Heres a lightmapped one that seems to work as well.
  7. Szico VII's post in Quick misc_portal_surface question was marked as the answer   
    First off, here's a shader that works:
     
     
    textures/blueice_nightfall/nightfall_camera {     qer_editorimage textures/blueice_nightfall/nightfall_cameraportal     surfaceparm playerclip     surfaceparm nolightmap     portal     {     map textures/blueice_nightfall/nightfall_camera      blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA     depthWrite     alphaGen portal 2048     } } 
    The image is just that of a glass texture - you can use whatever you like.
     
    Entity should be as follows:
     
    misc_portal_surface --> misc_portal_camera --> target_position
     
    And what Mr Wonko said. Your cameras would need to be seperated (vis wise) from each other else only one will be drawn. Perhaps you could have a trigger system that switches the camera view instead of 6 simultaneous screens
  8. Szico VII's post in How to change a md3 texture in gtkradiant? was marked as the answer   
    You dont put in the full path, start from base. so:
     
    models/map_objects/korriban/statue_guard01
    (is your path)
     
    Heres an example from moonbase labs:
     
     
    key: _remap01 value: models/map_objects/kejim/stasistube;textures/moonbase_labs/labs_stasistube   key: _remap02 value: models/map_objects/kejim/stasisglass;textures/moonbase_labs/labs_stasisglass   key: _remap03 value: models/map_objects/kejim/stasispanel;textures/moonbase_labs/labs_stasispanel 
    And info from radiant definitions:
     
     
    To replace all model shaders use these keys:     key: _remap   value: *;models/mapobjects/torchy/rock01     To replace individual shaders from an md3 use these keys:     key: _remap01   value: models/mapobjects/oldshader01;models/mapobjects/newshader01     key: _remap02   value: models/mapobjects/oldshader02;models/mapobjects/newshader02     The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace.
  9. Szico VII's post in Is possible to import MAP into blender in some mode? was marked as the answer   
    CHANGE THE PATHHS TO POINT TO YOUR Q3MAP2 AND JA GAMEDATA DIRECTORY FIRST
     
    Save that into notepad, save it as a .bat file, then drag 'n drop your .map onto it and it will spit out an ASE file into the same directory
  10. Szico VII's post in Help getting a HUGE map to compile. was marked as the answer   
    Use -lomem on your light compile.
     
    Or, even better, try compiling using the q3map2 above but you will need a 64bit OS. WinXP cannot use more than 4GB of RAM, so its absolutely pointless having 8 in your system.
  11. Szico VII's post in Shaders with lightmap and gradual transparency was marked as the answer   
    Your best bet really is to fade the two textures together using alpha mods, because this eliminates need for an alpha channel and you can have your lightmaps.
     
    http://www.simonoc.com/pages/articles/terrain1_2.htm
  12. Szico VII's post in Map Lighting With Shaders was marked as the answer   
    Did you add your custom shader file name to shaderlist.txt? Thats usually the number one most overlooked mistake!
     
    The game still reads the shader - hence why its glowing, but the compiler doesn't, so no light is calculated.
  13. Szico VII's post in q3map2 toolz help was marked as the answer   
    Theres some options at the top of the BSP menu that say "none" "normal" and "custom"
     
    Pick custom, then it'll let you pick your own options!
     
    And run it as an administrator
  14. Szico VII's post in Small pipes/wires in Radiant? was marked as the answer   
    Patched have never had a mimimum thickness to my knowledge....can make them as small as the grid will allow!
     
    Sometimes curves appear not to change in radiant because the LOD (level-of-detail) sets a certain level of smoothness. You can change this in options under patch subdivisions if you want to 1 or 2 (takes a performance hit mind). However in-game the default subdivisions is 4 I believe. Basically, it may not look different in radiant but it will look smooth ingame.
  15. Szico VII's post in Multiple Alpha Channels was marked as the answer   
    You could try using a PNG with layers then you dont need an alpha channel separately. Anything shown as transparent in photoshop will be transparent ingame.
  16. Szico VII's post in NPC Death Splash Damage was marked as the answer   
    http://www.youtube.com/watch?v=s9mrFoKO5xY
     
    Thanks to everyone who helped get it working! - @@AshuraDX @@mrwonko
  17. Szico VII's post in Compilation Error in Lighting was marked as the answer   
    http://jkhub.org/files/file/1335-q3map2-2gb-memory-usage/
     
    If you have a 64-bit OS, use this.
    Otherwise, you're stuck with using the -lomem switch in your light stage.
  18. Szico VII's post in Hello was marked as the answer   
    There's no security camera function in MP, but there is a workaround called a camera_portal.
     
    http://www.1upclan.info/hosted/bubba-map-tuts/camera1.html
  19. Szico VII's post in Widescreen in JKA? was marked as the answer   
    Its always crashed in MP when playing in widescreen. SP works.
    Use OpenJK which fixes it and other things.
     
    http://jkhub.org/files/file/1568-open-jk-windows-installer/
     
    Console commands
    r_mode -1
    r_customwidth xxx
    r_customheight xxx
    vid_restart
  20. Szico VII's post in GTKradiant Compiling Error was marked as the answer   
    From memory that means you've got a brush which is both a) structural and B) has too many sides/faces. Try finding complex many-sided brushes and split them into separate sections or make them simpler, also make them into detail brushes.
  21. Szico VII's post in Coding section was marked as the answer   
    http://jkhub.org/forum/43-coding-and-scripts/
     
    Please find what you sought. The other forum still exists as well (for the private coding stuff)
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