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Delta_135

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Posts posted by Delta_135

  1. So the main problem I will encounter is that there will be no way to import the maps UV's into 3ds max.

    But: can I just use the grandpa's méthode and just export the original TGA's from BSP, then painfully edit them by hand, and then import them back?

    And also, if yes, can I upscale the lightmap TGA's resolution?

    P.S. AshuraDX, by the way, if you're making your own plugin, would it be possible to edit the UV's using your plugin? If I'm thinking in the right direction, one could actually complete the whole task by using your Q3ME.

    Thx

     

    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. - "I normally use Photofiltre free edition, but I tired in a friend's computer with different apps he (even photoshop, I think)"

    - JKA (openJK) just crashes. If it shows a message, it happens too fast to see.

     

    :(

     

    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.

  4. Sorry to interlude in the tread but since you are already talking about differences between TGAs and PNGs, I have a problem with TGAs. Whenever I save a TGA, even without doing any changes (just open the file and  save it back without doing anything to it), JKA crashes, so I have to save it as PNG (or JPG). I normally use Photofiltre free edition, but I tired in a friend's computer with different apps he (even photoshop, I think) has and still have the same problem. Any ideas why? 

     

    What do you use to save the tga's with?

    And does jka show an error?

  5. 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?

  6. 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:

     

     

     

    // entity 0
    {
    "_lightmapscale" "2"
    "classname" "worldspawn"
    // brush 0
    {
    ( -2128 432 -3584 ) ( -2128 96 -3760 ) ( -2128 96 -3808 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2000 432 -3632 ) ( -2000 96 -3808 ) ( -2000 96 -3760 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2000 336 -3664 ) ( -2128 336 -3664 ) ( -2128 336 -3680 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2128 80 -3800 ) ( -2000 80 -3800 ) ( -2000 80 -3816 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2128 336 -3664 ) ( -2000 336 -3664 ) ( -2000 80 -3800 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2128 336 -3680 ) ( -2128 80 -3816 ) ( -2000 208 -3748 ) korriban/os_basic_pillar 0 0 0 0.250000 0.250000 0 0 0
    }
    // brush 1
    {
    ( -2160 80 -3816 ) ( -2160 -96 -3816 ) ( -1968 -96 -3816 ) korriban/os_basic_pillar 0 0 0 0.250000 0.250000 0 0 0
    ( -1968 -96 -3800 ) ( -2160 -96 -3800 ) ( -2160 80 -3800 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -1968 80 -4120 ) ( -1968 80 -3752 ) ( -2160 80 -3752 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2000 -96 -4120 ) ( -2000 -96 -3752 ) ( -2000 80 -3752 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2160 -96 -4120 ) ( -2160 -96 -3752 ) ( -1968 -96 -3752 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2128 80 -4120 ) ( -2128 80 -3752 ) ( -2128 -96 -3752 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    }
    // brush 2
    {
    ( -2000 -112 -3816 ) ( -1952 -112 -3840 ) ( -1952 80 -3840 ) korriban/os_basic_pillar 0 0 0 0.250000 0.250000 0 0 0
    ( -1952 32 -3824 ) ( -1952 -96 -3824 ) ( -2000 -96 -3800 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2000 32 -3816 ) ( -1952 32 -3840 ) ( -1952 32 -3792 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -1952 -96 -3824 ) ( -1952 32 -3824 ) ( -1952 32 -3840 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2000 -96 -3768 ) ( -1952 -96 -3792 ) ( -1952 -96 -3840 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    ( -2000 32 -3800 ) ( -2000 -96 -3800 ) ( -2000 -96 -3816 ) system/caulk 0 0 0 0.250000 0.250000 0 4 0
    }
     

     

     

     

    half life format:

     

     

     

    {
    "mapversion" "220"
    "classname" "worldspawn"
    "detailmaterial" "detail/detailsprites"
    "detailvbsp" "detail.vbsp"
    "maxpropscreenwidth" "-1"
    "skyname" "militia_hdr"
    {
    ( -1024.000000 -1024.000000 -1024.000000 ) ( 1024.000000 -1024.000000 -1024.000000 ) ( 1024.000000 1024.000000 -1024.000000 ) null [ 1.000000 0.000000 0.000000 -16.000000 ] [ 0.000000 -1.000000 0.000000 48.000000 ] 0.000000 0.249027 0.249027
    ( -1024.000000 1024.000000 -1016.000000 ) ( -1024.000000 -1024.000000 -1016.000000 ) ( -1024.000000 -1024.000000 -1024.000000 ) null [ 0.000000 1.000000 0.000000 -48.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( 1024.000000 -1024.000000 -1024.000000 ) ( 1024.000000 -1024.000000 -1016.000000 ) ( 1024.000000 1024.000000 -1016.000000 ) null [ 0.000000 1.000000 0.000000 -48.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( 1024.000000 1024.000000 -1024.000000 ) ( 1024.000000 1024.000000 -1016.000000 ) ( -1024.000000 1024.000000 -1016.000000 ) null [ 1.000000 0.000000 0.000000 -16.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( -1024.000000 -1024.000000 -1016.000000 ) ( 1024.000000 -1024.000000 -1016.000000 ) ( 1024.000000 -1024.000000 -1024.000000 ) null [ 1.000000 0.000000 0.000000 -16.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( 1024.000000 1024.000000 -1016.000000 ) ( 1024.000000 -1024.000000 -1016.000000 ) ( -1024.000000 -1024.000000 -1016.000000 ) null [ 1.000000 0.000000 0.000000 0.000000 ] [ 0.000000 -1.000000 0.000000 0.000000 ] 0.000000 0.250000 0.250000
    }
    {
    ( 1024.000000 1024.000000 1024.000000 ) ( 1024.000000 -1024.000000 1024.000000 ) ( -1024.000000 -1024.000000 1024.000000 ) null [ 1.000000 0.000000 0.000000 -16.000000 ] [ 0.000000 -1.000000 0.000000 48.000000 ] 0.000000 0.249027 0.249027
    ( -1024.000000 -1024.000000 1024.000000 ) ( -1024.000000 -1024.000000 1016.000000 ) ( -1024.000000 1024.000000 1016.000000 ) null [ 0.000000 1.000000 0.000000 -48.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( 1024.000000 1024.000000 1016.000000 ) ( 1024.000000 -1024.000000 1016.000000 ) ( 1024.000000 -1024.000000 1024.000000 ) null [ 0.000000 1.000000 0.000000 -48.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( -1024.000000 1024.000000 1016.000000 ) ( 1024.000000 1024.000000 1016.000000 ) ( 1024.000000 1024.000000 1024.000000 ) null [ 1.000000 0.000000 0.000000 -16.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( 1024.000000 -1024.000000 1024.000000 ) ( 1024.000000 -1024.000000 1016.000000 ) ( -1024.000000 -1024.000000 1016.000000 ) null [ 1.000000 0.000000 0.000000 -16.000000 ] [ 0.000000 0.000000 -1.000000 0.000000 ] 0.000000 0.249027 0.242424
    ( -1024.000000 -1024.000000 1016.000000 ) ( 1024.000000 -1024.000000 1016.000000 ) ( 1024.000000 1024.000000 1016.000000 ) null [ 1.000000 0.000000 0.000000 0.000000 ] [ 0.000000 -1.000000 0.000000 0.000000 ] 0.000000 0.250000 0.250000
    }
     

     

     

     

     

    and vmf hammer format just for good measures:

     

     

     

    versioninfo
    {
    "editorversion" "400"
    "editorbuild" "5845"
    "mapversion" "28"
    "formatversion" "100"
    "prefab" "0"
    }
    visgroups
    {
    }
    viewsettings
    {
    "bSnapToGrid" "1"
    "bShowGrid" "1"
    "bShowLogicalGrid" "0"
    "nGridSpacing" "8"
    "bShow3DGrid" "0"
    }
    world
    {
    "id" "1"
    "mapversion" "28"
    "classname" "worldspawn"
    "detailmaterial" "detail/detailsprites"
    "detailvbsp" "detail.vbsp"
    "maxpropscreenwidth" "-1"
    "skyname" "militia_hdr"
    solid
    {
    "id" "13"
    side
    {
    "id" "18"
    "plane" "(-1024 -1024 -1024) (1024 -1024 -1024) (1024 1024 -1024)"
    "material" "TOOLS/TOOLSNODRAW"
    "uaxis" "[1 0 0 -16] 0.249027"
    "vaxis" "[0 -1 0 48] 0.249027"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "17"
    "plane" "(-1024 1024 1024) (-1024 -1024 1024) (-1024 -1024 -1024)"
    "material" "TOOLS/TOOLSNODRAW"
    "uaxis" "[0 1 0 -48] 0.249027"
    "vaxis" "[0 0 -1 0] 0.242424"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "16"
    "plane" "(1024 1024 -1024) (1024 -1024 -1024) (1024 -1024 1024)"
    "material" "TOOLS/TOOLSNODRAW"
    "uaxis" "[0 1 0 -48] 0.249027"
    "vaxis" "[0 0 -1 0] 0.242424"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "15"
    "plane" "(1024 1024 1024) (-1024 1024 1024) (-1024 1024 -1024)"
    "material" "TOOLS/TOOLSNODRAW"
    "uaxis" "[1 0 0 -16] 0.249027"
    "vaxis" "[0 0 -1 0] 0.242424"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "14"
    "plane" "(1024 -1024 -1024) (-1024 -1024 -1024) (-1024 -1024 1024)"
    "material" "TOOLS/TOOLSNODRAW"
    "uaxis" "[1 0 0 -16] 0.249027"
    "vaxis" "[0 0 -1 0] 0.242424"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    side
    {
    "id" "13"
    "plane" "(1016 1016 -1016) (1016 -1016 -1016) (-1016 -1016 -1016)"
    "material" "DEV/DEV_BLENDMEASURE"
    "uaxis" "[1 0 0 0] 0.25"
    "vaxis" "[0 -1 0 0] 0.25"
    "rotation" "0"
    "lightmapscale" "16"
    "smoothing_groups" "0"
    }
    editor
    {
    "color" "0 200 141"
    "visgroupshown" "1"
    "visgroupautoshown" "1"
    }
    }
     

     

     

     

  7. i guess i could give a try but i'm no good with texturing :P

    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

  8. okay i've been playing around with the model trying to fix the problem and something funny is going on here.

     

    i tried to unwrap the uvmap again but this time i just left the way it was unwrapped i didn't clean it up or anything

    then i exported the model as a md3 but it still used the old uvmap like the changes i made never happend.

     

    so i tried again and made sure i saved the changes but it still used the same old uvmap on the model

    so ether md3 exporter somehow saves it's own version of the model or md3 view does but since there

    is no working md3 importer for blender i have to way to check it.

     

    i know it sounds a bit confusing but i have no idea how else to explain it

    i'm gonna try to play a bit more with it and see if i can find anything.

  9. I'd hazard a guess that your normals are inverted on those sides that are black.

     

    well i tried to flip them and they still showed up black

    also other parts of the model's texture is weird

     

     

     

    2gvj6mh.jpg

     

    bffhwh.jpg

     

     

     

    i tried to uvmap it all again but it didn't work

    is it because i used a mirror modifier when i modeled it?

    i did apply it before i unwrapped the uvmap

     

    here is what the uvmap it self looks like

     

     

    jg5oih.jpg

     

     

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