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Botdra

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Posts posted by Botdra

  1. On 2/11/2024 at 7:50 PM, Circa said:

    Why not in the actual files section where people go to download and browse for mods? Like I said, that's what it's there for. I find it odd when people downright refuse to use it when it would only benefit more people being able to see and enjoy your content. Most players, old and new, go there to find mods, not buried in a thread. Your stuff is great, it deserves to be in our archive.

     

    On 2/11/2024 at 7:43 PM, Omega said:

    I like to keep it balanced, I'll most likely upload it like I always do here in my thread where everyone can scroll through my journey of projects and be able to download them when they become available.

    I agree with Circa. I don't even know the majority of these models exist because they're hiding in a very long forum thread. By actually uploading them to the site we can find them easily, they get exposure, we have better search options, and a more stable an organize place to host the files.

    You work is fantastic, it would be great to have them uploaded here properly.

    Circa likes this
  2. 12 minutes ago, NAB622 said:

    That's really strange. I get the feeling something else is at play here.

    The only way I can try to help further is to see the .map file and the shader file. Sorry I haven't been much help on this one.

    Oddly enough, it doesn't matter what map, texture, or shader file I use. I think it's just the nature of Autosprite2, considering I have yet to find an example of it in use in any map.

  3. 4 hours ago, NAB622 said:

    Okay, yeah, you'll definitely want to remake that brush. Don't do any vertex edits, make sure there's no chance of the game getting confused.

     

    Now..... In my opinion, autosprite2 isn't even a great idea here. The candle is large enough that you should seriously consider creating it out of geometry, with either a 12 sided brush or a patch mesh. Use autosprite2 for the flame at the top.

     

    In both cases, if you are using brushes be sure to also mark them as detail (Ctrl + M), that should discourage the geometry splits on each face.

    I didn't touch the vertexes at all. I just made a normal brush, no adjustments. What you're seeing is just the difference between a normal brush, and adding Autosprite2 to the shader file. Doesn't matter how many times I remake a brush, or what texture it's used with.

    I'm just using the candle as an example for now, I'm using autosprite2 on elements that would be way too high poly for brushwork, and too much work to make into models.

    I made it a detail brush, no luck unfortunately.

  4. 50 minutes ago, NAB622 said:

    After thinking about it for a bit, what does the wireframe on that brush look like? Maybe it has a bunch of invalid faces. That could certainly cause issues.

    This is what I get in-game. Notice how it's missing a line on the right side, but has an X pattern through the middle?  Meanwhile, if I simply remove the Autosprite line altogether, it shows a wireframe that's a full square with only one diagonal line, no X.

    Screenshot 2023-09-28 143134.png

    Smoo likes this
  5. 18 minutes ago, NAB622 said:

    Actually, that's okay to do for most edits.

    Certain things like lightmaps have to be compiled, so recompile your map and reload the level in-game, and you should see the changes. That's probably why it suddenly started working for you.

    Yes, I noticed things like a missing bracket, changing deformVertexes etc. all can be change on the fly, but not things like environment maps or certain lighting related changes. Very confusing at first! 😅

  6. On 9/27/2023 at 12:13 AM, NAB622 said:

    Ah, sorry, I misunderstood your issue then. Can you post a screenshot?

    Here's what my brush looks like in radiant, versus how it shows up in-game using Autosprite2:

    Screenshot2023-09-28110253.png.d875bdc10c5b5d758a681dff4d0bc427.pngshot2023-09-28_11-05-10.jpg.5743eb38a4694c10bc103b48c19d6856.jpg

    Now, for some reason, if I set it to Autosprite the texture just adjusts itself to a square shape, which is equally frustrating. But I'm mainly looking for Autosprite2 to work, as that's the single-axis rotation I'm looking for.

    shot2023-09-28_11-05-49.jpg.c8dda3206c18fa65f0c63121b633ac8d.jpg

  7. On 9/26/2023 at 8:45 PM, scp_chaos1 said:

    Well, I'm back. Sorry for replying late, what exactly did you do, what was the last shader you used?

    No clue, honestly. Don't you just love that? I think it may be because I was editing the shader then loading the .bsp again, instead of fully exiting JA. Here's the final shader file.

    textures/kb_map/candlesprites
    { 
    	qer_editorimage textures/kb_map/candlesprites
    	qer_trans 1.0   
    	surfaceparm nonopaque 
    	surfaceparm trans
    	q3map_surfacelight	3000
    	polygonOffset
    	cull	twosided
        { 
    	map textures/kb_map/candlesprites
    	alphaFunc GE128 
    	depthWrite 
        } 
        { 
    	map $lightmap 
    	depthFunc equal 
        } 
        {
    	map textures/kb_map/candlesprites
    	blendFunc GL_DST_COLOR GL_ZERO 
    	depthFunc equal
        } 
        {
    	map textures/kb_map/candlesprites_glow
            blendFunc GL_ONE GL_ONE
            glow
    	rgbGen identity
        }
    }

     

    scp_chaos1 likes this
  8. 2 hours ago, scp_chaos1 said:

    You have to enter that manually in Build, but I'll confirm in a while, I'm on another computer.  I'm not sure if it will work the same as me, because I use GTK Radiant 1.5

    For some reason the candles and another shader I was tweaking randomly decided to start working. Well, alright then. Thanks for your help!

    scp_chaos1 likes this
  9. 4 hours ago, scp_chaos1 said:

    I'm running out of alternatives, maybe my build configuration might work for you:

    [bsp] -meta"[MapFile]"
    [vis] -saveprt "[MapFile]"
    [light] -lomem"[MapFile]"

     

    I'm not sure how to use this info - is this just referencing the Build setting you select in Radiant or do I have to manually input this somewhere?

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