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Everything posted by Langerd
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Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
The stormy is DT85 work not mine ... The guns are my work http://jkhub.org/files/file/1695-dt-stormtrooper-rotj/ -
I know this and this is what i want to do. Many thanks Btw
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I cant just ... replace the models with my own? I downloaded the T-21 for example (made by Inry) and I checked every file in the rar. there are only folders: Strings Gfx Shaders Models And i checked the MD3 files. I must replace them all. Or wont work. There is no need to play with the code i think... there is only the trick to replace the MD3 files and i must use to make it work fine. I wanted to upload it but making it for MP is more time spending soo it will delay my work. Shit... But many thanks guys! (if you not belive me here are the pics of the T-21 made by Inry... no codes needed for this i think) http://wrzucaj.net/RDk http://wrzucaj.net/RDV http://wrzucaj.net/RDp And you can also check this file... I think this is only made by modle raplacing trick
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Well... I want to replace the game guns with my own stuff. To SP i used the the weapon.DAT. But it doesnt work for mp... Well... i dont know anything about coding... To the mp i must replace but i dont know how :/ It is just weird.
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OK i made a lot of changes on good way... but how to change MD3 model in the Multiplayer? http://wrzucaj.net/RBh http://wrzucaj.net/RBr http://wrzucaj.net/RBi Some effects doesnt works good as well... One texture is black
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Ok ... I will start like this. I am making a sp stuff... Maps, gun models. Most of them works fine... I was planing to release my gun pack when i realized i didnt checked ... the multiplayer which i dont like much. I didnt made a single thing for it. Even the Carbon Freezing map - I made it for myself and for school. Back to the guns . Everything works fine with them. I changed effects, changed MD3 models, changed the line in weapons.DAT file to use my gun model, i even replaced the normal disruptor_w.glm file to my gun... I made the shader for them too! They look for me quite nice... Of course... This was too beautiful to work. I DOWNLOADED FROM INTERNET A FULL JK3. Clean,without any mods (because my base folder is a garbage...). I made a diffrent folder with clean game. And i only put in my base ... my guns pack. I started SP first. It worked. without single issue. Then i started mp... What... the... Ass... (sry for bad language...) WHY? This is messed up so bad... even effects doesnt worked nice. I COPIED LINES FROM ORIGINAL EFFECTS FILES AND ONLY CHANGED TEXTURES IN THESE LINES!!! TO MAKE DISRUPTOR SHOT GREEN LASER... Wow... Have ... mercy.
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@@Circa I made the fixed version: http://jkhub.org/files/file/1615-hapslash-fixed-officer-version-bonus/ Check it out but i dont know it works fine because it is old file
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About the shader of that water it is like this: textures/h_evil/lakewater { qer_editorimage textures/h_evil/wfn2 surfaceparm nonsolid surfaceparm nonopaque surfaceparm water surfaceparm trans q3map_material Water cull twosided { map textures/h_evil/wf3 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod scroll 0.03 -0.13 } { map textures/h_evil/wfn2 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod stretch sin 1 0.02 0 0.1 tcMod turb 1 0.02 0 0.15 tcMod scroll -0.03 -0.1 } { map textures/h_evil/waterf1 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA tcMod turb 1 0.03 0 0.12 tcMod scroll 0 -0.17 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } } the textures : wfn2,wf3 and waterf1 are in my textures/h_evil folder. I can see the water when i use this shader. But as i said it doesnt work . I am Jesus Christ on it. BUT! I copied this shader to mine shader... I used this water texture on my map. I compiled the map and it worked! I was swimming in it not walking on it! The strange thing is that the texture wasnt missing... It just doesnt worked. So like DT85 said it could be shaderlist problem
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Working on 16:10/16:9 Menu/ Retexture
Langerd replied to Marty2JKA's topic in WIPs, Teasers & Releases
Wow! -
Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
@@Jolly i am thinkg about it Look on the Wip forums . I add something for You -
Holy damn... this looks so goddamn epic!
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I made a three new guns. One is my own project but two of them are simply weapons from the movie (Dlt20a - disruptor, T-21 - repeater , T-25a- rocket launcher) https://www.dropbox.com/sh/6jp5xn0m4xkgqvn/AABQwG85vknmyLvoHUM-WtdNa?dl=0
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This is my shader list ... The shaders which are mine -Mus kor sarn fogi cloudy lodziarnia They works fine. But only two of them are in the folders... the rest are in pk3 files and they works fine D: The shaders the default ones wont work for some reason... i mean the shaders like glowing light works. The same with the glass or lava. But fogs doesnt work and water shaders from H_evil map (map with nogris...). I copied a water shader and paste it in my shader file and it worked... even for patch wchich is non solid (i can shoot and walk through it). This confuse me O.o . I think i should put all the shaders from assets in shader folder and see it will works. PS I have assets from jk2 and assets from jk3. I changed the name of the assets for jk3. Is this a big problem?
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Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
Many thanks -
Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
I have a Md3 holgoram model of cloud city. It has 1343 vertexes... too many but the strange part was that it actually worked . But later i wanted to make it roating and i get the error. About glm i made it too detailed yes Many thanks guys for help! I learned a lot from You -
Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
He he This is kind difficult to make models as good as the game allows to. But it works! without the bugs http://wrzucaj.net/LFn http://wrzucaj.net/LFS http://wrzucaj.net/LFY -
Ok but the strange fact is this i have a good paths D: it reads from the base folder but it doesnt read from the assest from some reason...
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About blender i made a lot with it but nothing with the player models D: This is a dark magic for me (i only imported a bespincop model and change it a bit because his eyes are strange like the rest of the player models in jk)
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This rosh above can be used for Rosh_dark npc . This is amazing stuff here Wish a video tutorial because my english sucks a bit
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Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
But what is the limit in glm weapon? I know there is a limit for MD3 files to 1000 verts. But how many for glm? -
Help! Run out of transform space for ghoul2 models
Langerd replied to Langerd's topic in Modding Assistance
Ok nevermind My model was too detail and it may caused this error... It works! But still why this happening? Because of the too detailed models or there is another reason? -
I made a T21 weapon. I was testing the glm first (1391 vertexes) i spawned the stcommander (i have a Dt85 stormtrooper btw) i shot him with my sniper rifle (the effects of the shot is original effects but i changed the effects too green like the battlefront because it is dlt20a rifle). And lag ... back too menu with this error. Why? Is it caused by too many vertexes in the glm model? Or it is crashed model? It would be shame if it a model issue
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This is a very good idea! But i have only the one question... Shaderlist read the shader from shader folder that is in base folder only? Or it read the shaders from assets too? Maybe i will put all the game shaders in the shader folder and it would work
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How to do it?
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But is it weird that i cant shoot throught the waterfall? And i cant get throught it? D: The same with the light... If i use the gradient light on the patch and compile my map the shooted rockets explode into the light!!! This is strange :S Anyway the same with the water ... I wanted to make a lake and add the waterfall texture and still... doesnt work. So i copied the orginal shader from assets and add this line in my own shader file ... and guess what? The water worked... I mean the water made of the default brush material