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Everything posted by Langerd
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This place looks amazing!!! And very great idea to make this pillars not so solid but smoothie. I dont like how it is done in Jk3. Korriban look awful... the best atmosphere was in KOTOR. Maybe make the Ragnos statue in the texture similar to the other textures
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Alright ! But make some screens from Gtkradiant too.
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The best Adi Galia ever. Epic Job
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Can You send some screens @Asgarath83 ? OwO
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I had the same problem in the past... one of the brushes had 16 faces and this was not possible so it was some of strange glitch
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@@Ramikad saw this on one forum: Increasing the _blocksize in the world spawn is something I have used on large open maps, large terrain maps, etc... Blocksize is automatically 512. Meaning that every X unit, q3map2 will automatically create portal splits on X Y Z. This is why large open maps benefit from a larger blocksize. If you have 512 blocks split on a huge map, vis data can pile up pretty quickly.
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Fix: Explanation: Hitting MAX_TW_VERTS means you have got some clustercrunch of geometry getting sliced up too much. Run a BSP compile with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt, or you are editing with the newest version of Gtk) with no vis or light stage, and run around the map looking for areas with lots of portals. Other Possible Fixes: If you can't find the offending area, then run the -light phase with the -lomem string to disable the trace tree subdivision.Your map may be quite complex. Did you use a larger _blocksize key? Try _blocksize 8192 (or 16384) in the worldspawn. I recommend this site: http://pl.ws.q3df.org/level_design/errors/ Remember make the clip as simple as you can. And always make a full compile to check the light too. Anyway how long does it take to compile Your map?
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Good to know! Because many time somebody post that the misc_model_static have this black issue. Always check the map in the game but after full compile
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Maybe it is something wrong with the model itself. A bad texture bug or export issue.
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Thanks for answer @DT85 . Very interesting . I didnt model any humanoid model yet but your post gave me some lesson.
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Yep ... the ring should be a part of the model. The decorations on belts, shoulder and other tiny things should be textures. Nice progress ! Latest skin looks rly nice on the top but this ring would look better Great job btw!
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Hmm i am thinking right now. You can change the model a bit (just play with vertexes or something) to change them a bit. This can help with some things.
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Now the head is 200% great! The Qui Gon in TFU doesnt look like Liam Nesson at all... Your model is very accurate and well made . I have one question. I saw on the sketchfab that Your's Kyle Katarn eyes are very detailed but Your Qui Gon model doesnt have them detailed at all. I am not an expert but in the wireframe his eye is not a ball?
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AMAZING JOB ! You deserve the medal
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http://static.planetminecraft.com/files/resource_media/preview/quigonjinnmitjedirobe_minecraft_skin-4053785.jpg Sry ... Your modeling skills are not much to that! XD
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Or make something like Wheatley from Portal 2.
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Something like Lobot?
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Maybe make a flying droid with microphone texture - http://img1.wikia.nocookie.net/__cb20060416223710/starwars/images/4/4c/Sentry.jpg Just remove these guns and voila
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Maybe make something like Mr.House in Fallout New Vegas. Or make this yellow lamp glowing when he talks.
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Hmm i was thinking about it... Are You using model_misc or model_static?
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Hmm what about.tga format ? I know that Jk3 like this one?
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The same problem... specially when the brightness is high (i have sometimes green pink and yellow parts on textures
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Hmm this is strange. Many shaders also works good in SP but when you open MP sometimes they are screwd up or they doesnt work well... But I didnt know about sounds O.o I also play only SP . Better moding, mapping is more fun and we can create our new adventures (the limit is our imagination and of course the game limits XD) . And also i dont like the mechanics in MP. I always thought they are stiff :/ and guns are not so funny as SP ones (i played a lot SP and just finish entire game without using lightsaber once againts enemies only force powers and guns) . I think you should check all this sounds in the audio program or something and check one of the (cultist sounds?) original assets sounds and just compare the format. I do that with shaders but this process will be harder and diffrent :/ I have the same problems with sounds a lot ... with wav. formats too.
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Wow !!! This looks rly awesome 8O About Lady Luck i am thinking about making it in my style. I dont like the inside look in Galaxies and in Jk2 too. I am NOT making it in the way like this too (maybe will make some things simiral but not too much) : http://jkhub.org/topic/5070-requestquestion-the-lady-luck-sorosuub-luxury-yacht-3000/ Here are new pics of Lady Luck !!! The inside is still work in progress (dont look a bit on the ceiling ... these lamps looks like crap so i will completly delete them) . But i think outside it looks quite good. I used the byss textures but change them a bit to be little brighter. Working with one texture can make a lot of detail walls I used only two textures for this white wall panels. http://wrzucaj.net/z75 http://wrzucaj.net/z7C http://wrzucaj.net/z7c http://wrzucaj.net/z7w http://wrzucaj.net/z70 http://wrzucaj.net/z7L http://wrzucaj.net/z7R http://wrzucaj.net/z7o http://wrzucaj.net/z7u I am thinking about inside making it whole blue and gray. Or i will change the colour to red.