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Key

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Everything posted by Key

  1. Key

    DabMan

    little concerned for any dab[man] that's not brown
  2. Yes, I haven't touched the project since I made this post. The RGB colors shouldn't be a problem, I understand how those work - maybe it's the lighting value. The guide I found said to use "23" ... so I was using 23, then bumped it up to 30 on a test map, then 40 where I stopped because I couldn't see much of any difference. I'll try something ridiculous like 100 just to see, but if you're saying it works that's all I need to hear. Figured I was just doing it wrong. Thx
  3. having the _humanoid folder with all its contents in the GameData\base\models\players folder next to your working model's folder does not fix the issue for "missing .GLA" in Blender 2.77. Does anyone have a fix for this before I try to revert and install Blender ~2.64? edit: installed 2.64 because I am very doubtful when it comes to these things. Still was unable to open a GLM, even with my file structure set in accordance to a Blender tutorial and the above comments. So either I'm retarded or something is just not right. The console says it can't find "models/players/_humanoid/_humanoid.gla" ... Isn't it supposed to be "\" not "/"? Or does that not matter for Blender?...
  4. I have a map that's in the evening during a sunset. It's incredibly dark because it still mostly relies on the skybox's sun which is blocked out by mountains / hills. I googled ways to create ambient light across the whole map and found I can put ambient on the worldspawn with a value and _color to make the ambient have color. I did some testing with different levels of light, and none of them changed anything. Also, the GTKRadiant Editor Manual says this is a "hack" and it's not recommended for usage. Does this method actually work in JKA or is there something preventing it from working? Does it depend on my build settings? Are there alternatives?
  5. Key

    Jungle-Temple

    Wow ... very nicely done. Few glitches here and there ... some floating trees here and there. In the hallway that connects the room with the blaster, with the wall lights and shield booster, it almost seems like it has a brush with a physics clip or caulk shader on it that's preventing you from moving forward. I'm not sure if it was intentional or not.
  6. Key

    Jacen Solo

    bro needs to brush his teeth though
  7. Lol I feel like an idiot for never thinking of that ...
  8. Topic title may seem a little misleading but my question is: Is there a keyword or something that I can give a shader which'll prevent it from being loaded into GTK Radiant's texture window? I have a very very massive shader file which has several many skyboxes defined within. Every time I load the textures from the shader in GTK Radiant, obviously not only the sky shaders are loaded but all the components of it that I'll never use when mapping are there as well. I tried searching for an answer to this in the Q3 shader manual only briefly and didn't find any relative topics. If this doesn't make sense to anybody, I can attempt to explain in a different way.
  9. 11 mysterious punches out of 10
  10. oh god that green chewie. It's like he rolled around in some nasty fish tank for an hour very awesome work!!
  11. Key

    dot matrix

    maybe you should have put all the skins into one pack instead of uploading them separately, anyone that wants them could get them all at once
  12. make sure you're putting the PK3 file into the base folder. If you're running other mods like JA+, LugorMod, etc. and you're consistently loading those mods directly instead of straight up normal base JAMP.exe, you may have to navigate to those individual mods' folders and put the same PK3 file in there as well. I don't know if this'll fix your issue or not, but really that's one of the only things I can think of for right now. For example, if you're using JA+ ... find your JAPLUS folder and put the PK3 for this add-on into that folder. Again, I don't know if that'll fix the issue or not, sometimes when you load mods their files overwrite the ones in \base.
  13. Key

    Reek

    They're actually herbivores but because the Geonosians constantly fed theirs meat, it developed a red hue on its back because of the iron-heavy diet. On Topic: this is really great
  14. Alright, thanks for the information. Originally I had no idea that'd happen. I guess my solution would be to strategically use light entities across the map. It was actually something I used to do when I first started mapping (not knowing I could create light-emitting sky shaders) so I'm not a stranger to this method lol...
  15. I'm making a map that uses 3 different sky shaders. Think of them each as different zones with their own separate sky, which are completely sealed off from one another. The problem I'm having is that in each zone, you can visibly see the light cast by the other, secluded, zones. Is it possible to encapsulate the light so that they don't escape outside of their little "boxes"? I'm imagining I have my shaders wrong, but I can't seem to find a good example that'll help me understand what I'm doing wrong. If this doesn't make sense - imagine it like there are two rooms ( A & B ) which are completely closed off, miles away from each other in GTK Radiant. They're both surrounded entirely by the void. However, in Room A, it's not only lit by its own sky shader but Room B's as well - even though they're entirely separate. Current sky shaders: // Hoth Sky textures/krrealm/hothsky { qer_editorimage textures/skies/sky q3map_sun 0.58 0.58 .71 350 00 90 q3map_lightRGB 0.58 0.58 .71 q3map_skylight 350 5 surfaceparm sky surfaceparm nomarks surfaceparm noimpact surfaceparm nodlight q3map_lightmapFilterRadius 0 8 notc q3map_nolightmap skyParms textures/krrealm/hothsky 1024 - } // Desert Sky textures/krrealm/desertsky { qer_editorimage textures/skies/sky q3map_sun 1.000000 0.588235 .223529 350 -90 30 q3map_lightRGB 1.000000 0.588235 .223529 q3map_skylight 315 5 surfaceparm sky surfaceparm nomarks surfaceparm noimpact surfaceparm nodlight q3map_lightmapFilterRadius 0 8 notc q3map_nolightmap skyParms textures/krrealm/desertsky 1024 - } // Space Sky textures/krrealm/spacesky { qer_editorimage textures/skies/sky q3map_sun 1.000000 1.000000 1.000000 350 90 90 q3map_lightRGB 1.000000 1.000000 1.000000 q3map_skylight 200 5 surfaceparm nomarks surfaceparm sky surfaceparm noimpact surfaceparm nodlight q3map_lightmapFilterRadius 0 8 notc q3map_nolightmap skyParms textures/krrealm/spacesky 1024 - } Thanks!
  16. I don't remember this either but I think it has something to do with the clones invading the Jedi Temple. I had a video game where Obi Wan goes back to the Temple and thinks he finds a Jedi - which actually turns out to be this bad ass clone trooper with an electric staff or something.
  17. I feel like this is something that's commonly overlooked / not said very often about lightsabers, but the textures look great!
  18. Cool map. A little dark in some places
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