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Langerd

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Everything posted by Langerd

  1. Make it a vehicle Mario was riding on Yoshi right? I am not expert in mario games but it would be awesome XD
  2. 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
  3. Map looks cool But : -I cant stand on the other side of the pazaak table -I found the way to go under the cantine (to this rock pit) Anyway 5 stars ^^
  4. Alright ! But make some screens from Gtkradiant too.
  5. The best Adi Galia ever. Epic Job
  6. Can You send some screens @Asgarath83 ? OwO
  7. 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
  8. @@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.
  9. 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?
  10. 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
  11. Maybe it is something wrong with the model itself. A bad texture bug or export issue.
  12. Thanks for answer @DT85 . Very interesting . I didnt model any humanoid model yet but your post gave me some lesson.
  13. 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!
  14. 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.
  15. 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?
  16. AMAZING JOB ! You deserve the medal
  17. http://static.planetminecraft.com/files/resource_media/preview/quigonjinnmitjedirobe_minecraft_skin-4053785.jpg Sry ... Your modeling skills are not much to that! XD
  18. Or make something like Wheatley from Portal 2.
  19. Something like Lobot?
  20. 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
  21. Maybe make something like Mr.House in Fallout New Vegas. Or make this yellow lamp glowing when he talks.
  22. Hmm i was thinking about it... Are You using model_misc or model_static?
  23. Hmm what about.tga format ? I know that Jk3 like this one?
  24. The same problem... specially when the brightness is high (i have sometimes green pink and yellow parts on textures
  25. 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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