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Everything posted by NAB622

  1. One other thought, here...does it have to toggle on AND off? If all you need is to turn it off, that is possible. Turning it back on is a problem, though. Also, would a visual trick suffice? I can think of a method of swapping out the moving part for a stationary one. If the player cannot physically interact with the objects, this might be doable, although a bit janky.
  2. I think you're supposed to launch the .exe file through Steam, then add launch parameters for your extra stuff. See if adding +set fs_game ojpenhanced as a launch parameter in Steam does what you need.
  3. Just thinking out loud, but isn't the Deck supposed to just run custom games within Steam, and then you can set launch options for your parameters in there? I might also be a bit confused what your setup is.
  4. I think the only way to make them switchable is to simulate the movement with a script to begin with. The problem with a script is that the acceleration will not be the same as a func_bobbing or func_pendulum. Bobbing/pendulum have a smooth start and smooth stop, whereas scripted movement has a sharp start and smooth stop. Personally, I recommend rethinking your solution to not require the use of either of these as switchable items. Even if it just means you use a func_door or func_wall to cover them, that is the better answer.
  5. For what it's worth - ParaTracker has a "Trim nonsense characters from server names" option under the visual adjustments. It is on by default, disabling it should make them visible. If it does not, then I have a bug to fix. Either way, glad to hear the issue is resolved.
  6. Quake 3 encodes text with ANSI instead of ASCII, so some of the symbols will be different between your operating system and in-game. If you're trying to figure out a specific symbol from a specific server's name, you should seriously just look it up in a server tracker. If you want to use that same symbol on your own server, you can just copy/paste it into your own server.cfg.
  7. I do not know which ones are used the most, but from experience I can tell you that there are several symbols used for that, not just one. I'm sure there are other ways to find out, but the easiest way I know is to choose a server that uses the invalid characters in the name, get the IP address and port from in-game, then plug it into a server tracker (I used ParaTracker). From there you can copy/paste it into something else that can tell you what it is. I think Notepad++ works, in fact even just google might work.
  8. I'm pretty sure this happens when too many mods are installed. The maximum number of vehicles is pretty low. See if installing only one mod at a time helps.
  9. Can't say for sure, but as a start - post the shader and we can try to weigh in on it.
  10. t's been a really long time since I've touched Terragen, but after skimming a tutorial, it doesn't look like it has changed at all. That said, I think I see your confusion about a script. I didn't even know Terragen had scripts. It's not necessary to use one, you can just type the angle values from the script/tutorial directly into the camera settings and render each image manually if you want. The script is purely for convenience sake.
  11. Ah, okay. Your initial post seemed more like you were asking about using skies in general. As far as custom skies go, I won't be much help with generating them from scratch. However, it matters a bit what you're trying to generate, so what are you looking for? Starscape vs jungle vs city vs skyscape vs cloudscape could be generated with various tools. Off the top of my head, in the past I know Terragen, Photoshop, and Blender can be used. I'm sure there are many other tools that I am unaware of.
  12. When you say create a skybox, I'm assuming you mean you want to use one of the existing skyboxes from the game assets and not that you are creating one from scratch, yes? If you're using an existing skybox, it's as easy as opening textures/skies, and picking any of the ones with a "sky" placeholder image. Apply the chosen shader to any brush face that you want to treat as a sky boundary on the outer edge of your map. The game handles everything else automatically. If you need examples, you should be able to find them in any of the sample maps. Off hand, the only one I can think of is mp/ffa5.
  13. EasyGen is a terrain generating program that is capable of exporting the results as a .map file. https://jkhub.org/tutorials/mapping/terrain-creation-using-easygen-r157/
  14. Are you using brushes or patch meshes for the terrain? If you're using brushes, there are probably some invalid brushes, so you should run a brush cleanup (You may also need to close and reopen Radiant for it to work properly). In future, try not to edit vertices as much as you can, since the vertex editor in Radiant is very very buggy. Whenever possible, edit edges instead. Also, if it's any help, EasyGen may help you generate terrain more easily too. If you're using patch meshes, make sure the mesh is facing the right way. I recommend against using patches for terrain, though, because the game physics has a lot of bugs that allows players to clip right through. I have no experience with any other method of making terrain.
  15. I don't know anything about allowing downloads, and this bug may have been patched, but be aware that malicious users may be able to use the download feature to obtain your server.cfg file. Use with caution.
  16. Change that to 512 width, 1024 height (Enlarging will result in the least quality loss). Then save as a JPEG/JPG. Note that this is not the best way to do this, but it will at least get your texture working and you can make adjustments later. You may have to re-fit the texture to the surface in Radiant, and recompile your map, but it should work then.
  17. You'll need to either crop or resize it to the correct resolution. GIMP or Photoshop, or even MS Paint can do that for you. If you're still having issues, let me know what the resolution of the texture in question is.
  18. Textures in Radiant have no resolution restrictions. However, in-game, a texture's width and height must be powers of 2. For instance, 128x128, 256x512, 2048x256. Additionally, the texture must be saved as a "Baseline" JPEG. Progressive JPEG will not work. I believe PNG also works but with some caveats. Edit: If neither of those is the culprit, it's probably a shader issue, which will need further diagnosis.
  19. It kind of looks like it's just displaying the lightmap on that brush instead of the shader. If you want to test that, see if a colored light in the room changes the color of the grate. If it is a glitched lightmap.....I'm not even sure why, or where to start. It's fixable, but there's a *lot* of trial and error involved without some kind of q3map2 warning or error being given.
  20. I suppose I should have clarified, the default lighting also counts as a style, so the maximum you can have in that room is 3 styled/triggered lights. You may need to rethink what you're doing. Speaking of, what exactly is your goal there? There might be another approach that works. As far as the spectator shot, I'm not sure what's going on there! Weird stuff.... Are you using patch meshes in the corners perhaps?
  21. Any light with a style key, or a unique targetname, counts as a styled light. Multiple lights with the same targetname are grouped together and will function together as a single style. Color and brightness are irrelevant in all cases. Can you post a few pictures of the current state? Depending on how blocky the result is, there may be several solutions. Assuming nothing is glitched, my immediate thought is to identify the problematic surfaces, make them a func_group, then add a _lightmapscale value of 0.5 or less, and see if it helps.
  22. I doubt the T-Junction error has much to do with the lighting, although it is possible. See if a brush cleanup will help with the T-junction error. There is a limit on light styles per surface, though, and that's likely what's causing the most serious issues here. The best approach to switched lights is to use as few switches (And styles) as possible. If I understand correctly, light entities are grouped together by their targetnames during compile, and there's a limit of four different light styles (Switches included) per surface. It's okay to hit the limit, but surpassing it will screw things up royally. For reference, it is possible to use switched lights to make an RGB system, with a switched red, green and blue light on the same surface. It will hit the limit and throw warnings, but it does not surpass the limit, so it remains functional. However, any other switched/styled lights touching the same surfaces will break it.
  23. My suggestion is..... Make a single, large brush for the underwater effect that covers your entire underwater area, textured on all faces with caulk_water. Then for your water surfaces, either use a separate brush with a shader that does not contain the water property, or use a patch mesh for each one.
  24. I believe the models are inside assets0.pk3. If not there, then assets1.pk3.
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