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Langerd

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Everything posted by Langerd

  1. With "Curve → Insert/Delete" you can add or remove columns or rows to a selected patch, cylinder, cap or bevel. Press V to move vertices around. Use SHIFT+LMB to select more than one vertex. Press CTRL+I to invert front side and backside. Press CTRL+C to add a cap to bevels and cylinders.
  2. Ah this is also great when you are making the lightning effect of light_spot
  3. Select Your patch and go to the patches options . Select matrix tab and here You go ( press ctrl + i or m i dont remember ) . There is also possible to make the texture Twosided in patches but i dont recommend this option because the pipe is tight like the paper sheet. Matrix works with all the patches - cones,cilinders and bevels too. To make great in wall entrance to the pipe follow this tutorial : http://jkhub.org/tutorials/article/120-joining-a-flat-surface-to-a-cylinder/
  4. Isnt it just a skin bug? What does it says in the conosle or modview?
  5. RULES OF NATURE!!!!!!!!!
  6. Hmm for what i understand You want - a concussion without effect that cant be pushed by jedi. And You want the projectile immediately hit someone or You want it to be still a projectile?
  7. I forgot about one thing!!! The saber probably has a diffrent blade angle! It sucks little in combat. I will send fixed version soon 8/ ( i didnt check it because i turned off saber laser...)
  8. I saw that i am making these models like the baroque paintings XD . Yeah quality is a bit low i am not texture expert. The style of my saber doesnt fits to the Jka at all
  9. 493 downloads

    I made this blade when i was making request of Jon Snow model. It is medieval like sword but it glows (and i think it looks nice :3 ) I changed the attack in light style to stabbing (as the screenshot shows) The model is created full by me. To try it in Sp type in console : saber sapphire_blade READ THE README FILE!!! Enjoy!
  10. Nope it is a bit smaller. The crouching position would be nice too but this is very helpful!!! Great job :3
  11. Ok XD maybe stupid me and didnt saw that there is no diffrence. I change the texture to brighter only to check that _glow texture is read by the game... And Yes it works 83 Many thanks for answers!
  12. This is my shader In Sp it works like this - http://wrzucaj.net/Tu9 http://wrzucaj.net/Tus But in mp (i checked again) It is like this - http://wrzucaj.net/TuJ http://wrzucaj.net/Tue It is not bright as it is in SP . But ... Does it looks nice for You? Many thanks for answers!
  13. Does the glowing shader will work on the sword in Multiplayer? There is no way it is wrong because it works in Singleplayer
  14. Yeah i just try that out and the resault is diffrent. I will play with lightning to make it actually better Many thanks for answers
  15. Thank You and sry for mess . I dont know how to do it ... somebody should make tutorial or something XD
  16. Select that this topic is answered Glad I could help.
  17. I made MD3 model of decorated wall for my bespin map. It is not a master piece but it is nice I think. The only problem is that in the game is not ... because of lightning. http://wrzucaj.net/T5E http://wrzucaj.net/T5O http://wrzucaj.net/T5T http://wrzucaj.net/T5d How to make it ... look better ? Is there anyway?
  18. IT WORKS! 1.Create the MD3 model that You want to be breakable 2.Create the brushes into the shapes of this model (for my crate i just made a single cube) 3.Select BRUSHES and give them ,,Func_breakable" 4.Give this func_breakable a ,,targetname" spawnflag (for example carboom) 5.Select the MD3 MODEL and give it the ,,target" spawnflag and just wrote the targeting object - (in my case carboom) 6.Compile Your map and open Your game 7.Shoot the car with Your rocket and see beautiful destruction Hmm and i think You can add a destroyed car MD3 after you shoot it down. Or make a ROF animation where car pieces are flying everywhere after explosion Here are the screens to show You IN GAME that it works for me: http://wrzucaj.net/T3G http://wrzucaj.net/T3H http://wrzucaj.net/T3l http://wrzucaj.net/T5X
  19. I am pretty sure it is bugged because i had the same problem. I will check my idea right now.
  20. Hmm You mean that the sp and mp have diffrent shader lines?
  21. models/map_objects/riva/riva.md3 Maybe make it like this but first put it in the map_object folder. Make misc_model and target it to the func_breakable brush. It may work
  22. Misc_model_breakable isnt broken? It is not better to target misc_model to the func_breakable physic clip brush? (Making the colission on the way).
  23. Here is the shader... pls help
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