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Posts posted by Delta_135
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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
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- "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.
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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?
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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?
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Does the progressive jpg option have anything to say?
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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?
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only the brushes and entities
patch meshes like curves and cylinders will be deleted
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if all else fails i do know a way to convert from half-life to quake and vice versa
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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" } }
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well Happy Birthday jkhub
may you live for many years to come
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just uploaded it
waiting for it to be approved now
Circa likes this -
so should i upload it to the site?
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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
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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
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RebelChum likes this
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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
RebelChum likes this -
well if anyone wanna try it out before i release it
here you go: http://www.mediafire.com/?6teddgf8022bsei
hopefully i remembered all the files
RebelChum likes this -
yup seems works fine now:
still need to work on the scaling a bit but otherwise it's fine
but i'm still curious to why the old one didn't work so if anyone figures it out please let me know
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I really like the look of it! Hopefully it doesn't appear massive in game
I didn't know md3s could be used as saber models? Doesn't it have to be glm or something like that?
.md3 view can convert it to .glm
RebelChum likes this -
sorry for no updates for the last few days the summer heat here have been unbearable
but here is what i got so far:
i haven't tried to export it to md3 yet
Akimoto likes this -
well i've tried to reinstall blender and all the addons
but to no avail
i think i'm just gonna try to start over from scratch
but if anyone wanna try to take a look at the old model and possibly try to find a solution your free to do so
http://www.mediafire.com/?m1y355d34f3imu8
if you find out what the problem is please let me know.
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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.
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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
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
BSP Lightmap Editing
in General Modding Discussions
Posted
I guess, i have never tried to change the size of a lightmap before importing it