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Posts posted by Omicron
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but mp/ffa3 broke so hardcore now
(ignore trippy blue/green/red/yellow colors, working on motion blur)
Are you doing motionblur in the same way ent did it in jamme?
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Actually skin files can point to both, an example of this can be seen with the models caps, the skin file on all the base models actually points to a line in a shader file, not a specific shader file itself but a line within one. I'm sure you all have noticed that there is no caps.tga in the stormtrooper folder.
models/players/stormtrooper/caps //this is what the skin file points to, an image the game makes by layering 2 together { q3map_nolightmap { map textures/common/caps //actual image file for the caps } { map textures/common/caps_glow //actual image file for the caps blendFunc GL_ONE GL_ONE rgbGen wave noise 1 0.5 0 2 } }
Instead of all this guess work why not post either the pk3 or some pictures since I'm certain your problem is super simple.
This is how I added species support for Scerando's shadowtrooper to save space, as you can select the 7 armour colours, and 7 glows for each, for the head, torso and legs. (49 heads, 49 torsos, 49 legs) and it's less than 13MB in size
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I tend to play on (JAWA), as that's my clan's server XD But I occasionally go on one of the ctf ones too, more so than I used to.
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Could you upload the pk3 so we could have a look at it, or take a screenshot of the folders' contents. The extenstion only really matters in the .skin file if you have more than one texture with the same name in the same folder btw, most people just keep it as .tga, even tho their textures are jpgs
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Icon files must be 256x256 JPEG files named icon_default, icon_red or icon_blue for team variants. The skin files may also not be matching up with the icon file, for instance, the default model using the default skin should be icon_default.jpeg and model_default.skin.
As for the menu selection for character customization I can't remember that stuff off the top of my head, maybe someone else can chime in.
They don't have to be 256x256, most icons are 128x128, they just have to be to the power of 2. And they don't need to be jpg, but I think that's just most common.
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Do you have any plans to have your maps and mappack uploaded here?
ShroomDuck likes this -
Awesome! Downloading now. Oh, and that music reminded of this cover:
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Welcome to JKHub, I don't think I have ever played your maps, are they on JK3files?
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Will you make a normal version and a rend2 version of the map? (For the shaders and stuff).
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JA++ is better
Merek likes this -
Would you actually even use this?
Who wouldn't use this?
Darth_Bothersome, Bane_Ross, Futuza and 3 others like this -
Nice, it would be great to have Dooku with Haps' robes
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Looks amazing, great work!
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Looks sick man! Great work
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Being able to skip cinematics in jk2 and jka would be a nice addition to openjk.
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Saw this on Jawa, nice work
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You'll need oxygen and hydrogen atoms plus a burst of energy. You'll probably blow yourself up though.
Depends what your burn to make water
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Welcome to the Hub, nice work there! Would be great to have them uploaded here
PK_Azlon likes this -
Sweet work!
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There is nothing wrong with having new pk3s load before the assets.
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Welcome to JKHub!
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Do note - non power of two textures is limited by hardware. Older graphics cards from like ~2005 won't really support non power of two textures.
Huh, didn't know that.
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Not true. If you get the educational versions (full version for a couple years I think), they have many versions.
Ok, thanks. I'll sign up for student and see if it gets approved...
rd-rend2 (old thread)
in OpenJK
Posted
YES