Jump to content

Delta_135

Members
  • Posts

    98
  • Joined

  • Last visited

Everything posted by Delta_135

  1. Sounds fun I'd like to try something like that
  2. i don't have any experience with that version sorry. but why don't you use 1.4 to make those specific parts of the map or just make a prefab in it and import it to 1.3?
  3. what gtkradiant are you using? 1.5 have some problems with vertex tool (if that what you are using)
  4. it exists in the version i have but the installer is just called GtkRadiant-1.5.0.msi should i upload here or...?
  5. have you tried brush cleanup?
  6. i've always wanted hud were the health goes down instead of just fade out i just find it annoying for some reason...
  7. i prefer sp over mp so hell yeah
  8. do you have any other graphic cards installed, then just intel?
  9. http://imageshack.us...es/716/anir.jpg
  10. I've tried to follow the editor's "tutorial" which is "_frame" "x" which frame from an animated md3" so i've tried a bunch of different number but none is working and yes i have checked in md3 view that the model have animations and it does i couldn't find anything on other forums either the model is: models/map_objects/factory/f_gen.md3 so if anyone know i would be great full
  11. i got JKO in "star wars the best of pc" a few years back i played it and i loved it (i still think it's the best star wars gamer ever) i then found out about modding when trying to find a walkthrough for kotor and somehow i found lucasfiles.com and i saw a "jedi knight outcast" section i later found filefront and discovered JKA and the rest is history i resonantly brought the entire jedi knight collection on steam just so i have a backup if my disk ever dies
  12. then why is it in the game? any clue of what it originally was supposed to do if anything?
  13. i think i may have a solution to help get rid of most of the lag for nvidia cards 1. go to the nvidia control panel and click manage 3d settings 2. go to the program settings (or something like that) tab and click add 3. browse to your GtkRadiant.exe and hit open/add 4. select "nvidia processor with high performance" in the drop down menu 5. config everything to performance and or your liking ( set all anti-aliasing to ether off or program controlled or it will make the grid really blurry ) 6. there should be something about power management set it to "prefer maximum performance" this got rid of almost all the lag for me, so i hope this will help you too if you need screenshots just tell me and i'll see what i can do
  14. what are your specs? how much memory do you have? are you using the compile menu in gtkradiant or a utility like Q3map2GUI?
  15. i got kinda the same problem some times it's lags and other times it doesn't i've gotten the lag to mostly go away by just loading my map and leave my pc untouched for a few moments
  16. i remember playing that back in old days a bit buggy but pretty fun (vader's castle was epic)
  17. looks more like to me that there would be a third kejim mission keep going this is really interesting
  18. just mark as solved it was just a little experiment
  19. i know i just wanted to see if it could be done just for fun
  20. just trying to find another way to add light using normal light entry's take a while to get right so i thought it might go a bit faster to use shader light but it's only an experiment so i can live without it
  21. nope doesn't work just gives me a black blue-light emitting brush
  22. title might be a bit misleading... anyway I've been trying to make a texture give off a blue light and that works just fine but i want the texture to be 100% transparent so it looks like the light is coming out of no were yes, i know about the light entry in radiant and that you can color it but just wanna see if it can be done. here is the shader i've been playing around with it for the past 2 days textures/lights/blue { qer_editorimage textures/lights/blue q3map_surfacelight 4000 surfaceparm nodamage surfaceparm nomarks surfaceparm nonsolid surfaceparm nonopaque { map $lightmap } { map textures/lights/blue blendFunc GL_SRC_ALPHA_SATURATE GL_ONE_MINUS_DST_ALPHA } { map textures/lights/blue blendFunc GL_SRC_ALPHA GL_SRC_ALPHA rgbGen wave sin 0 0 1 10 } } ​but no matter what i do it wont go transparent, ether i get a blue box or a black box witch emit blue light and if i add "surfaceparm nodraw" it wont emit any light what so ever
  23. the shader manual, of course! how could i forget about that. thanks Inyri
  24. i've been working on a small duel map and it needs light of course so i found a texture that emits a blue light and decided to take a look at it's shader textures/mp/s_bluestrip { q3map_lightimage textures/mp/s_bluestrip_blend.tga qer_editorimage textures/mp/s_bluestrip.tga q3map_surfacelight 3000 q3map_lightsubdivide 60 { map $lightmap } { map textures/mp/s_bluestrip blendFunc GL_DST_COLOR GL_ZERO } { map textures/mp/s_bluestrip_blend blendFunc GL_ONE GL_ONE rgbGen wave sin 0.85 0.005 0 10 } } i'm guessing it's the "rgbGen wave sin" line but not sure how it's works as far as i konw RGB number need to hole numbers and not like the ones used in the line so does it work like this: Red 0.85 Green 0.005 Blue 0 ? 10 < not sure what this is or is it using some kind of other code?
  25. what does this mind thing do anyway?

×
×
  • Create New...