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Posts posted by Langerd
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I have a little problem with it because i wanted to make a lamp like this
http://i01.i.aliimg.com/photo/v0/1004485501/Mini_LED_Rotating_Police_Lamp.jpg
But the lamp is roating ...in whole map. Why? I found somewhere that i should make origin line but i dont know how to do it ... -
But there is any vheat to skip a cineamtics?
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Yes. Iamdirty pirate i cant skip a moment with bartender... He keep walking to the wall
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Jedi outcast in jk3. The bartender in narshadda cant give me a drink D: He say ,,of coruse!'' and ... nothing happened. He keep walking to the wall and kyle only look right.
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I have a bug... in jk2/jk3 modification D: The bartender cant give me a drink. The cinematcis stop and I cant skip it even if i press Use button to skip. Is there any command to skip it completly?
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You dont put in the full path, start from base. so:
models/map_objects/korriban/statue_guard01
(is your path)
Heres an example from moonbase labs:
key: _remap01 value: models/map_objects/kejim/stasistube;textures/moonbase_labs/labs_stasistube key: _remap02 value: models/map_objects/kejim/stasisglass;textures/moonbase_labs/labs_stasisglass key: _remap03 value: models/map_objects/kejim/stasispanel;textures/moonbase_labs/labs_stasispanel
And info from radiant definitions:
To replace all model shaders use these keys: key: _remap value: *;models/mapobjects/torchy/rock01 To replace individual shaders from an md3 use these keys: key: _remap01 value: models/mapobjects/oldshader01;models/mapobjects/newshader01 key: _remap02 value: models/mapobjects/oldshader02;models/mapobjects/newshader02 The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace.
Take a misc_model, give it a _remap old/shader/path;new/shader/path property.
Many thanks guys ^^ !
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About it two questions. Is that change will show in gtkradiant? And I have this in paths
G:\Program Files (x86)\lucasarts\Jk3\GameData\base\Radiant\models\map_objects\korriban\statue_guard01
I want to change it to
G:\Program Files (x86)\lucasarts\Jk3\GameData\base\Radiant\models\map_objects\korriban\statue_guard01_dark
How to write it?
_remap
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I have a korriban statue that is made of bronze rock. I want it black. How to make it?
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Ok Nvermind ^^ Thanks for help. It works
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I made a small box . On one side i add a planet texture (but with shader! ) and other part of box is nodraw.
And yeah i make it a cube box -
t
extures/mus/light1
{
surfaceparm trans
q3map_alphashadow
cull twosided
{
map textures/mus/light1
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map textures/mus/light1
blendFunc GL_ONE GL_ONE
glow
rgbGen identity
}
}
textures/mus/light2
{
surfaceparm trans
q3map_alphashadow
cull twosided
{
map textures/mus/light2
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map textures/mus/light2
blendFunc GL_ONE GL_ONE
glow
rgbGen identity
}
}
textures/mus/foger
{
qer_editorimage textures/mus/foger
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 85 83 174 ) 25000.0
}
textures/mus/plan1
{
qer_editorimage textures/mus/plan1
qer_trans 0.4
surfaceparm nonopaque
surfaceparm nonsolid
surfaceparm trans
q3map_material Glass
deformvertexes autoSprite
cull twosided
{
map textures/mus/plan1
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen const 1
glow
}
}
textures/mus/plan2
{
qer_editorimage textures/mus/plan2
qer_trans 0.4
surfaceparm nonopaque
surfaceparm nonsolid
surfaceparm trans
q3map_material Glass
deformvertexes autoSprite
cull twosided
{
map textures/mus/plan2
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen const 1
glow
}
}
textures/mus/plan3
{
qer_editorimage textures/mus/plan3
qer_trans 0.4
surfaceparm nonopaque
surfaceparm nonsolid
surfaceparm trans
q3map_material Glass
deformvertexes autoSprite
cull twosided
{
map textures/mus/plan3
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen const 1
glow
}
}
textures/mus/plan4
{
qer_editorimage textures/mus/plan4
qer_trans 0.4
surfaceparm nonopaque
surfaceparm nonsolid
surfaceparm trans
q3map_material Glass
deformvertexes autoSprite
cull twosided
{
map textures/mus/plan4
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen const 1
glow
}
}Look at the plan - texture types because they make an errors.
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I made a small holograms of the planets but the textures of them are 512 x 512. I compile the map and this error shows up. How to fix it?
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Can somebody tell me how the best confugrtions to the QeffectsGL are made?
[jasp.exe]
RenderFrame=0
ZTrickFix=1
Anisotropy=8
Multisample=0
MultisampleHint=0
Bloom=2
BloomSteps=64
BloomDarken=4
BloomScale=1.0
SSAO=0
SSAOScale=1.0
SSAOMinZ=0.0005
SSAOMaxZ=0.75
Hue=0
Saturation=2
Lightness=0
Emboss=0
EmbossScale=0.333
DOF=1
DOFMinZ=0.05
DOFSpeed=0.50
DOFScale=1.3
MotionBlur=0
I want only it for the singleplayer -
Hmm I saw that the misc_g2model can be used for this. But how to make it work?
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Ok i have it ^^ Now how do i make it solid? And one question ... Is there any way to make a for example cultist as a stanidng model? Or Protocol droid?
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Hmm i made one now but... There is only a red box :/ In enities i made a model and... red box. This means that will see a ship in the game?
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I have this problem...
http://i845.photobucket.com/albums/ab13/makskosa/shot0508_zpsa174c3e9.jpg
But if i will go to the left it is like this
http://i845.photobucket.com/albums/ab13/makskosa/shot0509_zps39196c81.jpg
Other models like Tie-fighter and X wing doesnt have this problems D: I made spawnlags 6 (I dont know is this a good idea) What i must do to make this work ? D: . Many of the models have this black looking thing :/ -
Ok but if i will make spawnflags 2 (it makes model structural i guess) it will change into the structular brush? Or the model will be just structural?
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Ok 3 things
1.What are the ase models and how to use them properly?2.How to make a cool camera? I mean the window where i can see a one place in the map
3.And i saw this http://jkhub.org/tutorials/article/125-how-to-make-a-panorama/
Can i use it to make a skybox? -
Thanks for help ^^
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Hmm i have an idea wchich may work. I will make a map (single map) With the four boxes. One skybox will be a coruscant second will be the mygetto third tatooine and the last one will be a korriban. Coruscant will have small bulidngs and other planets a mountains. I will put in the one box this
misc_skyportal
And i will use this method
http://jkhub.org/tutorials/article/130-creating-a-skybox-using-a-jka-map/
and i will just make a shader file with terrain and bulidings.You might be able to play around with area portals/other VIS-related methods to hide the buildings in the skyboxes where they shouldn't be seen. I've been able to hide geometry in neighbouring skyboxes using (untargetted) area portals before, but it wasn't without some experimentation.
Hmm i dont understand it much sry D: I am little noobish in mapping
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Dammit ... There is no way to change it right? :/
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But this will work on the all skyboxes in my map? I want to use a several skyboxes
A problem with function roating
in Modding Assistance
Posted
Ok It works . I will use Your advice in the future (before your comment i used the light to placed the origin of the rating lamp) Many thanks !