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Everything posted by Delta_135
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GTK Radiant only showing wireframe view
Delta_135 replied to Szico VII's topic in Jedi Knight Tech Support
do you have any other graphic cards installed, then just intel? -
http://imageshack.us...es/716/anir.jpg
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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
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What "inspired" you to buy the game?
Delta_135 replied to Linken's topic in Jedi Knight General Discussions
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 -
then why is it in the game? any clue of what it originally was supposed to do if anything?
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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
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what are your specs? how much memory do you have? are you using the compile menu in gtkradiant or a utility like Q3map2GUI?
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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
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Solved invisible light sources (shader)
Delta_135 replied to Delta_135's topic in Modding Assistance
just mark as solved it was just a little experiment -
Solved invisible light sources (shader)
Delta_135 replied to Delta_135's topic in Modding Assistance
i know i just wanted to see if it could be done just for fun -
Solved invisible light sources (shader)
Delta_135 replied to Delta_135's topic in Modding Assistance
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 -
Solved invisible light sources (shader)
Delta_135 replied to Delta_135's topic in Modding Assistance
nope doesn't work just gives me a black blue-light emitting brush -
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
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the shader manual, of course! how could i forget about that. thanks Inyri
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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?
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Version v2
249 downloads
This is version 2 of my jedi reborn it new have team skins and better npc files to spawn one in sp tybe "npc spawn" (with out the " ") followed by one of the npc name in the console jedireborn (good) jedireborn_blue (good) jedireborn_red (evil) plus a bonus skin i made for red team only to spawn that guy in sp type the following: npc spawn evil_jedireborn ( he is EVIL hahahahahaha } ) -
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363 downloads
here it is the outside of the old rebel base (this area takes place in front of locked hanger door) please notice that this it my first real terrain map (i did make a test map a while back through) anyway this map contains two dead AT-ATs, an little ice cave, a control "house" and a secret that may indicate that there's something in map that you don't wan't to meet >