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CansecoDev

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File Comments posted by CansecoDev

    Anchorhead

       292    3
    While this map won't load on JK3 dues to an error on the entity lump of the bsp (a very uncommon error tho), if you're using Rend2 on OpenJK/EternalJK/TaystJK/etc, it loads just fine.

    AT-AT

       133    4

    I tried to rescale this model a couple of years ago (since I felt it was too small), then learned that to properly do that I'd need to reanimate it entirely to look good, now that I'm slowly learning to use Blender and the tools allow it, it would be an interesting project to learn that part of modding JK I never dared to touch, so I need to ask for the future; Is it the whole thing under CCBY-like license or just the original mesh and animations by Duncan?

    If I decide to improve the textures after making the whole thing bigger I might use some parts of your work on this textures @Circa, would that be right?

    My comments about what I tried are around on the Discord hehe, if you try to just make it bigger without actually reanimating it, it looks like it's falling appart:

    unknown.png

    unknown.png

    unknown.png

  1. On 11/26/2021 at 9:30 PM, mjt said:

    The lights included in the .bsp are decompiled too - if the mapper compiled with _keeplights 1 - if not, like most ravens JKA maps, you don't get the lights back

    I came just to say this; the thing about lights is that when you compile (not decompile), you can decide to keep the lights as dummy entity data with -keeplights, most base maps were compiled this way, I learned a lot about how to properly do lights by looking at lights key/value data from single player maps, there you can see the little tricks to make illumination work in many different ways.

      

    On 11/29/2021 at 9:45 PM, mjt said:

    The keeplights stuff doesn't affect ingame entity count as far as I'm concerned and thus the few KB extra per .bsp really are worth the effort

    You are correct, they are saved as entities but the engine pretty much ignores them. I do believe tho, that they're needed for SP maps for the NPC "senses" since there is code around light level regarding NPC AI.

    Edit; got it, it's unfinished code (funny comment right there) so yeah, the engine pretty much ignores light data:
     

    float G_GetLightLevel( vec3_t pos, vec3_t fromDir )
    {
    	/*
    	vec3_t	ambient={0}, directed, lightDir;
    	cgi_R_GetLighting( pos, ambient, directed, lightDir );
    	lightLevel = VectorLength( ambient ) + (VectorLength( directed )*DotProduct( lightDir, fromDir ));
    	*/
    	float	lightLevel;
    	//rwwFIXMEFIXME: ...this is evil. We can possibly read from the server BSP data, or load the lightmap along
    	//with collision data and whatnot, but is it worth it?
    	lightLevel = 255;
    
    	return lightLevel;
    }


    My theory about why they compiled most SP maps with -keeplights is that maybe they had in the design phase to actually have some sort of hide mechanic so you could hide in the dark, who knows?

    mjt likes this

    B-mountain

       1,139    3

    Magec's rancor? :o I have not seen that in years. We (at Cjs) used that in a never released (now I believe lost) early version of Cjs_CoulcilV2, with a huuuuuuge scaled model of the rancor where you actually could get into the rancor's guts.

     

    Do you have that map by any chance? Or the (also I believe lost) Cjs_BespinV2? I remember that rancor with a basket on the mouth in that map.

    Cjs - Map Pack

       2,140    5

    this clan dead?

     

    It is more likely dead, since no old Cjs players still play the game, but its on our hearts. So it's alive... somehow.

    Btw, we loved to play expedition back in the day.

     

    Neat map pack!

     

    Ame el Segundo video. Es possible unirse al Clan todavia? se mira muy divertido.

     

    Saludos!

     

    Nope :( creo que soy el último Cjs que aún tiene en mente hacer cosas como clan, pero siendo el último, poco se puede hacer... 

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