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Vegeta

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Everything posted by Vegeta

  1. Umm, yeah here is the code that goes into the .efx file
  2. Hmm, I'll try that That seams to just expand the size of the the individual stars unfortunately. I also need it to expand the range that they cover, not just the distance that they travel, but their width and height values as well. Is there anything with equivalent properties as "modelscale 2", only with effects?
  3. Is there a simple way, using notepad, to change the general size of an overall effect? I was making a realistic hyperspace stars effect for my mod, but it came out a bit too small...
  4. No, ( I checked to make sure ) it is definitely a structural brush. Is it supposed to be detail?
  5. Alright, I changed the tessSize to 128 and recompiled the map using the shader, but I got the same weird error... Below are some screenshots of what the problem is
  6. How do I change the tessSize to either 128 or 64? Is it in the .shader file or is it in GTKradiant?
  7. Lol, yeah sure, here is what the .shader file looks like Unfortunately, I do not have a screenshot to show you. This is only because I already used an alternate water texture on the map, and the compilation process takes hours
  8. I can't get a certain very realistic water shader to work in my Kashyyyk map. I was borrowing some textures and shaders from Sith-J-Cull's Kashyyyk map, but I am still unable to get the realistic water shader to work. In his map, the water is very realistic, yet when I use the same exact shader in my map, it appears way too reflective and stretched out, like stretched or smeared glass. I'm not talking about the waves that come up onto the shore, (I already figured out how to do that using patches) I am talking about the main water. Here's a link to a demonstration video of Sith-J-Cull's Kashyyyk map ->
  9. Yeah, the map has both "a lot of huge terrain" and low _lightmapscale values... The new compiler worked btw, so thanks for the help
  10. I've been trying to compile my Utapau map, but the lighting portion simply wont compile. Everything else in the map is perfect, but when I run the compiler, it gets stuck on phase two. If I skip this phase, then phase three crashes which causes the lighting not to compile. The error that I get when phase three crashes is: ************ ERROR ************safe_malloc failed on allocation of 103809024 bytes Some other warnings I get include those similar to the following: WARNING: Flipped triangle: ( -4749 -3128 -11194) ( -4767 -3262 -11194) ( -4753 -3156 -11194) WARNING: Lightmap texture coords out of range: S 127.4146 > 127 || T 29.7226 > 30 I don't know what is causing the lighting to not compile, and therefore do not know how to fix the problem.
  11. My skateboard wheels say "minilogo" on them xD And eventually I will learn how to model, I just need to get myself set up first. When I first downloaded GTKRadiant, I couldn't even figure out how to make a single brush. Even after I began to make little maps, I couldn't figure out how to compile them correctly. I feel that I will have similar issues when I learn how to make shapes in any modeling software. Also, I can't figure out how to export vehicles, let alone texture them...
  12. Well, I have tried to learn to model before. I have watched tutorials, and read forums, but I just can't figure out certain things. If I am to learn how to model, I need someone to walk me through the process step by step.
  13. So, is anyone interested in making a Dwarf Spider Droid model? As far as I know, making the model itself shouldn't take too long, I can make a pretty good one in GTKRadiant in less than an hour, but of coarse doing this is pointless because it is made of of inanimate map brushes. Texturing may take a little longer, and I have no idea how long animating takes, but I assume that it is a relatively long process.
  14. Only under certain circumstances, that .npc file was a test, the weapon doesn't work in MP though.
  15. Hmmm, well you'll be able to get it working eventually. I just have to separate out the Droideka stuff and put it into a separate .pk3 first. Alright, I separated everything and uploaded it, here's the link: http://www.sendspace.com/file/qkrm1o
  16. Well, the vehicle version of it functions a lot better than the npc version, but in SP, for what you are doing, you can overwrite the AT-ST and it functions perfectly. Of coarse, you will need to edit the vehicle weapons and all, but you'll figure that out when the time comes.
  17. Alright, I'll send you the Droideka model, but first take a look at it to see if it's what you want.
  18. Oh, I just realized what you meant by ported and I am starting to remember how I got a hold of that AAT. The vehicle model is based off of an .md3 model used in an old JKA mod map.
  19. Uh, it's a "slightly" modified droideka from MBII or something xD I had a friend edit the shield on its model, and I redid some of the texturing. It works in a completely different way than it did in MBII also...
  20. ibonek, can I use those B1 and B2 battle droids that you have in your mod? Mine crash the game when killed, and look far less realistic than yours. At the same time, I noticed that your Droideka is that weird looking model that is completely inaccurate to a real Droideka. I have a way more realistic Droideka model that I could send you if you want. And Chalk, I seriously have no idea how I acquired the AAT, most likely I took it out of an old mod, and made some slight modifications to it.
  21. I have no idea, as far back as I can remember, it has always been a part of my mod...
  22. Well, the AAT, and all of its components were somehow mixed in my mod's player_assets.pk3, which I created. I copied all of the AAT stuff and put it into a file called "seperated_aat_This_took_a_long_time_to_seperate_from_the_rest_of_my_mod's_player_assets.pk3"
  23. I don't know anything about texturing models, that is the main reason why I can't model....
  24. I uploaded the AAT, here's the link to download it: http://www.sendspace.com/file/m4nhz0 You are going to have to figure out which "Download" is the correct one.... I trust that you guys will be able to do that.
  25. It could use some animations on its turret, but everything else works fine. I was thinking like how the AT-TE turret works, (for those who haven't used the AT-TE vehicle, the main turret automatically turns with the camera) Now, I just have to figure out how to send it to you guys...
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