

jo_the_rooster
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jo_the_rooster liked a post in a topic: Problem with fog
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I kinda need the fog to be in one exact place (where the map ends so the player wont see the edge) and the rest of the map i dont want to be as foggy. Guess i'll have to leave it as it is
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Hey everyone, I'm trying to limit the player's visibility on my map by placing a piece of dense fog. The problem is, from the outside the fog looks more like a wall, which doesn't look very nice. I tried messing with the shader but no luck so far. Here's my shader: textures/fogs/silentfog_border { qer_editorimage textures/fogs/fog.tga surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog fogparms ( 0.89 0.89 0.89 ) 200.0 } Anyone know a way to make fog more believable? Thanks in advance.
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Changing the direction of snow?
jo_the_rooster replied to jo_the_rooster's topic in Modding Assistance
Sadly this won't work for me since I'm making a multiplayer map and i guess this will mess up the snow effect on other maps for others as well. Thanks for help anyway. -
I'm trying to make snow on my map fall directly from the sky (without an angle in more or less direct line) but sadly it doesn't seem to work. I tried changing the angle value of fx_snow entity, the angle of entity itself, also the angle value of outside brush. Nothing has worked. Also noticed changing the count value of fx_snow for some reason doesn't change the number of snow particles as it's supposed to. Anyone know a way to change these?
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jo_the_rooster liked a post in a topic: Can't make custom skybox work
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NAB622 liked a post in a topic: Can't make custom skybox work
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Can't make custom skybox work
jo_the_rooster replied to jo_the_rooster's topic in Modding Assistance
This is very weird because i thought this is how you 'close' the shader and it worked for other shaders i made so i didn't really pay attention to this. But yeah i fixed that and it worked. Thanks! -
Hey everyone, I made 6 skybox textures and a shader like several tutorials on the internet said. Here's my shader: textures/skies/shsky { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/shsky 1024 - } } Sadly the skybox doesn't work and when i load the map i just get the missing grey-white texture instead. The skybox textures size is 1024x1024 so that shouldn't be a problem. I also tried changing the shader: tried changing 'sky.tga' to the name of one of my skybox textures; tried lowering the skyParms value; tried changing 'sky.tga' to 'sky.jpg'. So far nothing has worked. Anyone know what the problem could be?
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NetRadiant fails to load imported model's textures
jo_the_rooster replied to jo_the_rooster's topic in Modding Assistance
The textures indeed worked when i compiled the map and played it ingame. I guess it's just radiant being fussy then. Problem solved, thanks for help! -
NetRadiant fails to load imported model's textures
jo_the_rooster replied to jo_the_rooster's topic in Modding Assistance
Sure, here it is. I sadly can't upload the model directly since the site doesn't allow it so here's the google disk link https://drive.google.com/file/d/1ZelhVfUrJql_KqBJBESwUXvNzZ1tgTac/view?usp=sharing. The name of the textures may seem weird but they are correct, and they are both located in base/models/map_objects/mymapname directory along with the model, so I really have no clue why Radiant fails to load them I just figured out that if I put the textures just to GameData/base folder, for some reason Radiant loads textures successfully. But sadly the model still remains untextured in Radiant, despite textures being loaded -
Hey everyone, so I was trying to make some model from other game to work on my map, I converted it from obj format to md3 using this plugin for Blender: https://github.com/SomaZ/Blender_BSP_Importer. Despite model working fine and being texturized in MD3Viewer, whenever I try to place it on my map NetRadiant says it failed to load the textures for the model. Now the problem may be because of the textures themselves since they were also ripped from another game same as the model, and I didn't do any UV editing since textures were already put in it's places nicely. But then again MD3Viewer displays the model well texturized. So I'm not really sure whether it's Radiant's problem or the model itself. Would be very helpful if someone pointed me into the right direction with this
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jo_the_rooster liked a post in a topic: Weird glitch when using grid shader
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Weird glitch when using grid shader
jo_the_rooster replied to jo_the_rooster's topic in Modding Assistance
I stumbled upon this topic with a similar problem and i guess both trans and nonopaque can be used. But i think I'll stick with making brushes detail for now. Thanks for help also. -
jo_the_rooster liked a post in a topic: Weird glitch when using grid shader
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Weird glitch when using grid shader
jo_the_rooster replied to jo_the_rooster's topic in Modding Assistance
Thank you very much! Making them detail solved the problem. The map is relatively small and it's pretty much done now, just need to import some models, set the lighting, do some entity editing and that will be it. Haven't heard of that MAX_MAP_VISIBILITY problem but i suppose it has something to do with too much structural brushes on the map? -
jo_the_rooster liked a post in a topic: Disappearing Stuff Behind Fence Shader
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Hello, so I'm trying to make some map and there's an area that's surrounded by grid fencing. I made the shader for fence texures using this guide: https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ch06/pg6_1.htm. But there's some glitch happening near certain parts of the fencing. What it does is basically it makes some brushes behind that fence invisible and obviously it makes the map very ugly when it happens. I suppose it is something with the shader but I'm not sure, tried searching for the solution but didn't find anything. Will be very grateful if someone helps me with this. Here's a photo of the glitch and also a video where you can see what the problem is: https://imgur.com/a/JlHI2DT