Jump to content

NAB622

Members
  • Posts

    519
  • Joined

  • Last visited

Everything posted by NAB622

  1. Remove the + in front of each line, that's only needed for the .bat file. Treat the cfg file as if you are typing the commands directly into the console: devmapall coruscant r_customwidth 1920 r_customheight 1080
  2. Sure thing. I'm a little rusty on details, but this should get you there: In notepad, save a .cfg file in your gamedata/base folder. Name it anything you want (I'll use autoexec.cfg). In it, put the commands you want the game to run on startup, one command per line. Next, make a new text file in notepad, in the gamedata folder. Save it as whatever.bat. In that file, just add a single line: jamp.exe +exec autoexec Now, if you run the batch file, you should get your results. You can also make a shortcut to the .bat file on your desktop if you like.
  3. I don't know many details about force effects, but EffectsEd might be a good place to start. It can be found in the JA SDK. It's somewhat buggy, but it should be able to give you a decent starting point.
  4. Changing force settings like that is all hardcoded stuff. w_force.c is where that is located, but you'd have to recompile the entire game to change it. Edit: I only know the code for multiplayer, singleplayer might have it in a different file.
  5. I would recommend using a cfg file for this, since you can execute it from within the game as well as executing on startup. The way I would do it, is to make a .bat file that launches jamp.exe with your desired parameters. So something like jamp.exe +exec startMap should execute startMap.cfg on startup. If you have a shortcut to Jamp.exe on your desktop, I believe you can add launch parameters there as well, but a .bat file is a much better way to go.
  6. I know this is going to sound dumb, but are you 100% certain the compile is finished before you launch the map..?
  7. As far as I know, force points are capped at 255. Anything higher will reset the counter. Also, I believe Circa is right, the delays on push and pull are hard coded.
  8. I think most people use OBS. It took me a while to figure out the video encode settings, but you can use it to record just about anything on the computer.
  9. Yeah, I figured you were using it to move a model. You're doing it correctly, but you need to add another brush to that entity. You can't have just an origin brush in it. Add a small brush of caulking and that entity will no longer cause the error. ?
  10. SV_SetBrushModel: Null is a run-time error, and unfortunately will not be visible during compile. For a full explanation of what causes this error, see here: https://nab622.com/tutorials/MappingErrors.html#runtime_errors-sv_setbrushmodel_null Hopefully that can guide you in the right direction. Edit: Just took a quick glance, and entity 43 in your list is definitely a culprit since it contains only an origin brush, although it is possibly not the only one: // entity 43 { "script_targetname" "tiefighter" "modelAngles" "0 65 0" "model2" "models/map_objects/ships/tie_fighter.md3" "classname" "func_static" "targetname" "tiefighter" // brush 0 { ( -1592 -3640 688 ) ( -1608 -3640 688 ) ( -1608 -4000 688 ) system/origin 0 0 0 0.250000 0.250000 0 14 0 ( -1600 -4000 704 ) ( -1600 -3640 704 ) ( -1584 -3640 704 ) system/origin 0 0 0 0.250000 0.250000 0 14 0 ( -1600 -3832 704 ) ( -1584 -3832 704 ) ( -1584 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1584 -4176 704 ) ( -1584 -3816 704 ) ( -1584 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1584 -3816 704 ) ( -1600 -3816 704 ) ( -1600 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 ( -1600 -3472 704 ) ( -1600 -3832 704 ) ( -1600 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0 } }
  11. I just looked up my shaders from years ago. I was actually using alphagen wave and not rgbgen wave, and blendFunc GL_SRC_ALPHA GL_ONE. See if that helps. Sorry, my bad! Memory is fuzzy, this was more than 12 years ago and I'm having to look through 3 computers of archived data... It's literally everything. The blinking shaders are applied to func_wall entities, and during runtime the script is simply toggling those func_walls on and off, which essentially enables and disables patterns of lights on the disco floor, or toggles the sequential lights around the room. Each of those items can also be toggled in red, green or blue, which can be used to mix and match colors. Here's a couple of shaders to illustrate what's happening with the sequential lights, since that's the simplest part to show: In your case, since you're looking for a strobe effect, you'll probably want to use wave inversesawtooth instead of wave triangle, and of course you'll want to tweak the numeric values to match what your needs are. Sorry for how complicated this is....this is quite an extreme example. Unfortunately I do not have any other examples to show. :/ I should have mentioned this at the start, but this is only really useful for a decorative strobe. If you're looking to make a strobe light that casts light on the room around it, this method cannot be used. The best way to do that would be 100% scripts, but it won't be very strobe-like...more like a random blink. (In the video I linked, there is such an effect at the end.)
  12. Sorry, copy/paste fail. Fixed the link. https://storage.nab622.com/nab622/Stayin_alive_disco.wmv Edit: To make your strobe toggle on/off, just attach it to a func_wall, and fire the func_wall to toggle the strobe. That's what I did in my example video.
  13. Blinking shaders are mega easy. In your case, since you just want a light to appear, use blendFunc GL_ONE GL_ONE on the glow stage. Then use rgbGen const wave to make the blinking happen. The wave function adds an oscillator to the shader stage. I'll try and give a basic summary of it, but the waveform functions can be found in the Q3 shader manual, section 2.4.8, "Waveform Functions" http://toolz.nexuizninjaz.com/shader/ The final line in your shader will consist of rgbGen const wave <waveform> <base> <amplitude> <frequency> <phase>. <waveform> can be sin, triangle, square, sawtooth, or inversesawtooth - in your case, inversesawtooth will give you the most control. <base> Generally this is 0. This is the lowest point of your oscillator. <amplitude> This is the lowest point of your oscillation, generally 1 but it can vary based on what you're doing. <frequency> This is how many times per second the waveform oscillates. <phase> This is how far along in the first cycle the oscillator will start. This is useful for timing several shaders to be synchronized. Because all of the numeric values are normalized between 0 and 1, anything that exceeds that range will be treated as the maximum value. You can abuse this to make the strobe blink. I would suggest starting with something like this so you can see what the oscillator is doing: { map textures/colors/white blendfunc GL_ONE GL_ONE rgbgen const wave inversesawtooth 0 1 0 1 } Once you've seen how it works, change the rgbgen line to something like this and see what happens: rgbgen const wave inversesawtooth -20 23 0 1
  14. Radiant 1.5 or 1.6 would both be good alternatives to 1.4 at this point in time. Sadly, both are buggy messes, 1.6 in particular. I never liked 1.5, but at least it's modernized enough to be usable.
  15. Ah, I didn't know that also cleared out the BSP menu. Thanks.
  16. NAB622

    BSP Menu

    Thanks, that helps a lot. I intend to treat that entire website as an archive. Eventually it will be completely replaced with a new site altogether, and the tutorials will be removed in favor of the video series I plan to make. Unfortunately, because radiant 1.6 is quite the dumpster fire, that led to me starting upgRadiant, and I won't be doing any video tutorials until it is finished. But they are coming..... Eventually.
  17. NAB622

    BSP Menu

    Yeah....I need to work on that mess. These tutorials are honestly terrible anyhow. No time at the moment though. ? You can find the (Horrible) tutorial web page at: http://www.nab622.com/ccount/click.php?id=12
  18. Both stages of your shader have a blendFunc on them, so they end up blending into what's behind them. Assuming you want the shader to be lightmapped, just add a lightmap stage before the other two, with no blendFunc on it. The texture will then blend into the lightmap, instead of the background. Sorry for the formatting errors, I'm on mobile: Edit: Also, rgbGen const ( 1.00 1.00 1.00 ) does nothing, you can just remove it.
  19. The &quot; is part of the syntax, yes. It'll be turned into an apostrophe in Radiant. It is used to keep a path in quotes so spaces don't break it apart. Once you have one of the BSP options fixed, it should be pretty simple to fix the rest since you can just copy and paste the path around. Good luck!
  20. Man, you and Radiant just don't get along, huh? You are correct about the paths being wrong. Fixing them is a royal pain within Radiant, since the interface was not really meant to edit them. My suggestion would be not to fix it from within Radiant, but rather to fix the project file externally in a text editor. Here's how to do it for Radiant 1.6.6 (Not sure about other versions, but it should be similar in each): Open local.pref ( On Windows, I believe it is found in <Radiant install folder>/ja.game/, and on Linux it should be in /home/<user>/.radiant/<version number>/ja.game/ ) Find the line that says "<epair name="LastProject"> (Should be near the top), then find and open the file that it refers to. It should be something like user1.proj. Inside that file will be all of your BSP menu entries. Be careful not to screw up the syntax, here - just change the paths to match the location of q3map2. Restart Radiant and try compiling again.
  21. That feature is only usable for misc_model and misc_model_static, since it adds a model key to the entity. If you're adding a model to a brush entity (func_ anything), you need to use the model2 key, which to my knowledge only supports MD3 models.
  22. I believe you are referring to the model2 key? Unfortunately, I do not believe ASE models are supported in this way. There is a workaround, though. ASE models can only be used with a misc_model entity (Not sure about misc_model_static). Since misc_model cannot move and is nonsolid, you need to make the door contain the physics_clip for the model. Then, target the misc_model at the func_door. Any movement of the door should be copied onto the model, making them move as one. It takes up an extra entity, but it should give you the result you're looking for!
  23. The launch options apply to code mods, like JA+ or makermod. Since you're just installing a pk3, you can ignore that. Just copy it into the gamedata/base folder, and it will load automatically when the game is started.
  24. I know I'm a little late, but if you need to just move the window, opening the console should give the operating system control of the mouse back. Then (Assuming you're on windows), pressing alt+space and then m should get you into window moving mode. You can use the arrow keys to reposition the window however you need, then press enter to accept the new location.
  25. As i recall from years past (Might be a bit off): Lugormod was/is a code mod that had a heavy focus on role play. It had a lot of general additions to the game like JA+ did, but it's main focus was on user accounts and role play elements within maps for servers to make use of. So if you were part of a clan, you could join the server and log in, and continue building stats or levels (Can't remember what they were called). There were also a lot of tweaks to the innards of the game as well as many bug fixes. As for what happened to it, I don't know - years ago, I had the pleasure of speaking to the guy behind it on many occasions, and he actually gave me some help with my own projects, but we've been out of touch for quite some time. If lugormod is gone, then I'd have to guess it had the same fate as JA+ and many other mods, the website went down one day and never came back.
×
×
  • Create New...