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Delta_135

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Everything posted by Delta_135

  1. I guess, i have never tried to change the size of a lightmap before importing it
  2. You can export the lightmaps from a compiled bsp via the -export switch in q3map2 (and import with the -import switch) but this only gives you a .tga image that you can edit You can't re-render the light on the map itself unless someone knows of a way to extract the compiled map geometry with the lightmap uv's intact
  3. This was a really fun contest. I hope we can do more like it in the future.
  4. 196 downloads

    Contest Entry for the JKHub Chinese New Year 2018 So here is my entry for the Chinese new year contest. It's a Asian temple inspired, somewhat big, duel map. The map has a mirror disigen with a big temple on each end. Between the temples are 4 small mini "dojos", they are mostly empty but each have a different wall design. In between the dojos is a big path connection the 2 major temples. The environment around the temples are a bit empty, but you get to enjoy a custom skybox made in blender3D. The map has bot support, bit it's somewhat wonky. I'd like to tanks Szico for his modelpack - https://jkhub.org/files/file/1976-map-models-pack-01/ All custom textures are from Textures.com To install: Put the PK3 file in your gamedata/base folder
  5. Hmmm i use gimp myself and that has an option to RLE compress a tga image that i always disable, try do the same thing in photofiltre or play around with some other save settings.
  6. What do you use to save the tga's with? And does jka show an error?
  7. So the optimal thing to do would be to have all non-transparent textures as jpg's and transparent textures as tga's? any other fun facts about how the game handels textures?
  8. Does the progressive jpg option have anything to say?
  9. I think this was once asked on the old filefront forums but i couldn't find anything on google or here. So basically i just want some infomation on the pros and cons on the different texture formats supported by the game (.jpg, .png, .tga). Stuff like, whats best to use on transparent texture (png or tga) and a normal texture (jpg or tga). I seem to remember something about png being smaller file size on disk but taking longer to load compared to tga and jpg, but is there other infomation worth mentioning?
  10. 98 downloads

    My entry for 2016 Halloween contest consists of a foggy graveyard and what is possible the worst pumpkin model on this site I tried to make a small FFA map to begin with but life and stuff took a lot of time away, so now we have a old graveyard coated in halloween purple.
  11. only the brushes and entities patch meshes like curves and cylinders will be deleted
  12. if all else fails i do know a way to convert from half-life to quake and vice versa
  13. well since your getting "0 primitive" and "0 entities" can you post some of the "map code" here? (just open the map file in notepad or someother text edtior and put the first few lines in a post) the plugin is mabye exporting the map file in half life format and not quake format (there is a difference using some editors) example: quake format: half life format: and vmf hammer format just for good measures:
  14. well Happy Birthday jkhub may you live for many years to come
  15. just uploaded it waiting for it to be approved now
  16. Version 1.0

    86 downloads

    a lightsaber and suitcase in one and that's about it if you wanna use this in single player type the following in the console: saber suitcase for the normal suitcase saber suitcase_g for a suitcase that doesn't clip through the ground when dropped
  17. so should i upload it to the site?
  18. lol if you have already made the models you might as well finish them since i'm not gonna get to work on them until tomorrow after work
  19. i guess i could give a try but i'm no good with texturing also if you could get a closeup of the furthest one in the back it would make it easier to make and i'm pretty sure you can make the 2 middle ones in gtk they seem pretty square in my eyes you can also scale md3's in radiant with the "modelscale" key so i don't think the scale would be a problem
  20. like this? http://www.mediafire.com/?clba646l76gua1s the name of the saber is "suitcase_g"
  21. scaled it down to about half size and made it a bit thicker (looks better imo) what do you think? http://www.mediafire.com/?dxt6zsz6hie7d96
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