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Everything posted by Langerd
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Well i started some changes in my cloudy map. The first SP map that i finished. Now i am adding some stuff, weapons , maybe i will add few cutscenes and voices but who knows..I also planning to add 4-5 secret areas :3 When i was playing it i find out that is too easy (for me ) . So! I thought - maybe i will make the bespin cop but in the little armor. First i draw the concept and after that i was changing the bespin cop model to create my own project The resault was great! And btw You are fighting bespin cops that in kind way betray whole station and try to give sources for the empire (this is my little story here) I was planing to make 3 stages. The second stage is still not finished.. but i am planing to upload this map that i will show You. (Maybe..) Enjoy!
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How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
So this is not a problem. I also checked that i made horrible mistake - i made some misc_models solid .. This map is pretty old and forgot many things to delete or unmark. Sadly removing these models.. didnt solved the problem. Now i will check the lightmapscale 0.4 and gridsize 64 64 64 (Pande made Jkg tatooine map this way and the strange fact is that there is no func_group.. maybe it disapear after converting it to the map file but who knows). The lightmapscale 0.5 worked fine. -
How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
Hmm this may be problem but i dont think so. I add the ambient to the misc_models. Question - Do they take the ambient from worldspawn or i must gave them ambient spawnflag too so nevermind of that? Which option? -
How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
No i didnt but i am 100% sure that he would have the same thing. This is only happens after light state -
How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
Yep. When i compiled the map in the 0.1 lightmapscale even the loading screen was screwed up ... It also cause that i had to restart the game because menu looked like crap... -
How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
I remember that somebody told be to add - lightmapsize in the light state of compile. Would that help the _lightmapscale lower than 1? Or there is better idea to compile the map than the Gtk. -
How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
The lightmapscale 0.3 has the same problem... IlluminateRawLightmap - this takes Long time btw... what are the main causes of this? -
How to deal with this _lightmapscale issue..
Langerd replied to Langerd's topic in Modding Assistance
1.I Use gtk to compile the map 2.Nope it is not 3.The Lightmapscale 1 worked fine. Now i am checking the lower count of it Thanks for quick answer -
Ok so i have again.. the same problem... I am compiling now the map with _lightmapscale 1. The IlluminateRawLightmap took forever and i thought that is cause of the Lightmapscale 0.2 ... After that the map looked like shit. Yeah i am smurf. I heard that giving the _lomen in the light compiling options will kill this problem but also i heard that it will take forever... and sometimes maps still look like crap even with this option. Is there any way to completely destroy this problem? I am clear - Destroy. Deal with this once and for all. Ah edit - the map was previously made in the noobish big box style. So i decided to make it as smaller as it is possible. The first two compile states are gone less than the minute. Only the last one takes so long..
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Vehicle request: Imperial landing craft
Langerd replied to GLTh3Pr0's topic in Mod Requests & Suggestions
I remember this ship from one Comic book -
Some progress : Still i am learning how to make textures to look nice
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This is just the problem of the JK shading of the models. The shadows are blocky and flat
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Spawn a turbolaser turret with cheat console
Langerd replied to GLTh3Pr0's topic in Modding Assistance
No problem Gtkradiant is the program for Level design for games that are made in Quake engine - Jk3 and Jk2 for example The map on the screen was made by me in this program -
Spawn a turbolaser turret with cheat console
Langerd replied to GLTh3Pr0's topic in Modding Assistance
Camera, model_gun_rack, model_ammo_rack, exploding_crate, gas_tank, ammo_floor_unit, shield_floor_unit, atst_drivable, emplaced_eweb (Must have room to spawn), _atst_drivable (Also needs room). But i am sure it is possible but the only thing is that You must find the name I found that it is possible only in GTKradiant. In the Misc_Turret there is a spawnflag TURBO - Big-ass, Boxy Death Star Turbo Laser version So i think this is the only way But i must say that this is rly funny XD -
It is still WIP .. but i am happy that i could make this model
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http://jkhub.org/topic/6008-model-caps-hmm-caps-as-the-new-model/ I used this method I added to the cap a model part that is cutted leather. I used glow shader and here it is.
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5 days of hard work... Here it is.. I am beginner btw
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Map is Leaking Even Though It's Only misc_models in a Skybox
Langerd replied to DarthDementous's topic in Modding Assistance
for example the maps with ships... This is in the big box. It is possible to cut it with the Vis but the most part it is in the big box -
Map is Leaking Even Though It's Only misc_models in a Skybox
Langerd replied to DarthDementous's topic in Modding Assistance
Sometimes the big box cannot be avoid. Depends on the map. BUT of course making WHOLE map in one box is just bad making the maps... I made the Cloudy one this way and it was a very big mistake. The compile time is just ... TOOOOOooo long. And as the Mrwonko said ... The Vis doesnt exist. So for the game maps like this would be laggy as hell. It cant touch the skybox. The misc_models can touch the brushes. Even if the radiant show us the error it still compiles the map. Upload map here. Maybe someone will find the solution -
This is one of the biggest project for JKa i have ever seen. Amazing work!
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Sadly i think this is WIP that hasnt been finished... This is model by Hapslash i think. He made many amazing models but... They have never been made to be realesed
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Hee like is said - I am not looking for bones. I just wanted to know is it possible For medieval mod it would be nice. Not a big dog shaped bone but a destroyed shape of bone. Or if Somebody want to make the gore effect there could be flesh model or something.
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Hmm but we can parent the other model to the cap part. Like we parent the head to the torso etc. Would that work?
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The caps in the model are just caps. I figured that they show only after the saber really dismember the body part. Here is my question: Is it possible to make it to show the other part of the model? For example if i chop some guys head off the cap will show but from this cap we will also see a bone shaped model. Kinda like here: The bone is not i am looking for though. I am just thinking about the material. For example we chop the guys torso off and the game loads the cap texture on the player model but also the burned material texture of the robe . This would be help some modders and could deal with the flat look of them. Drawn with the mouse XD i prefer pencil
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This is real stuff... Man i cant wait for this movie...