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Langerd

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Posts posted by Langerd

  1.  

    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 ^^ !

  2. 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
     

  3. 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.

  4. 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

  5. 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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