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  1. Hi, I've been googling this for a long while but haven't found the answer. I was wondering, where is the lighting/darkness of a map defined? I mean what makes the map appear dark like it's at night as opposed to daytime? Is it something that can be changed by editing shaders or the .bsp file's entities? Or does it need to be defined before compiling the map? I'm not a map maker but I want to try to make small changes to the game's original maps and I'm interested in how this works. Thanks!
  2. Hello. I need to make a simple and large map. everything would be all right, if not for the fact that the program doesn't save my brushes. And i dont know why ;_; I did all the steps suggested in every tutorial about configuration and compilation. Null. (ofc. radiant only shows empty "terrain" texture and "caulk") Even the program itself tells me that isn't possible. Im using EasyGen v142. I am grateful in advance for any possible assistance.
  3. So im back with a new problem, and since everyone was so helpful last time, I hope the same for this because this issue is really annoying. So essentially I had to reinstall jedi academy due to a bug (long story) and also gtkradient. I had been making a few maps that were pretty decent, and was just finishing a very cool map when I had to reinstall. I saved everything correctly and safely before reinstalling. Long story short, Gtk felt like deleting my maps after the install. Thats not the issue that im having though. Sense I reinstalled gtkradient 1.3.12 (What I used before) all of the textures are white... and I have no Idea why (http://i.imgur.com/2gn8X9T.jpg) The install path was correct and everything, and I even compared files with a friend. I installed a later version of gtk (1.5 I believe) and it was awful, the textures loaded... well, some of them loaded. FWI gtkradient 1.5 cannot load alot of textures and shaders from JA. It will just say "shader not found" on the surface. Anyways I would like to get back and remake some my lost maps and this is getting in my way. If anyone has an opinion or a solution, or an alternate approach, please let me know. Help me JK hub, your my only hope.
  4. I know you guys must be sick of all my questions by now, but I'm getting close to the end of my project, so just bear with me a bit longer, please I've run into a couple of issues with regards to NPC's in my SP map. The first one is that I can't seem to use targetnames to spawn NPC's, without the associated scripts with them ceasing to work - meaning I basically have to spawn all my NPC's at the start of the map (and perhaps make them invisible), or have them spawn at the right time (like when entering a room), but just stand completely still. Is there a workaround to this problem, or am I just doing something fundamentally wrong? The second problem, and the much larger one at this point, is one I'm having with routing! Now, I have no problems getting NPC's to follow a set of waypoints to a navgoal, and I've also figured out how to make them stop doing this when spotting the player, using SET_ANGERSCRIPT, but I can't get them to go to any combat_points after that - they either keep going to the previously set navpoint (albeit with the new parameters of the angerscript, such as running instead of walking), or, if I use the term "SET_NAVGOAL" "null", they stand completely still! I've tried adding in SET_USE_CP_NEAREST, but it doesn't seem to have any effect! What am doing wrong here? Thanks again!
  5. Sorry, you guys. Back again with another question. I've completed the majority of the mapping for a singleplayer project I'm working on, and I've now gotten to the scripting part, where I've started to run into some new problems. Now, I've always been primarily focused on the mapping itself, and whatever limited experience I had with everything else, such as scripting, has been erased from my memory at this point. I've looked at a couple of tutorials to reacquaint myself with the basics, but here's where I'm stuck... I'm currently working on a cinematic, that has two characters sit and talk to each other. I've gotten the cameras and all that working, but the animations are giving me problems. I figured it would be pretty dull to look at two completely motionless characters talking for upwards of a minute, so I want to add different animations to accompany their dialogue, but the problem is, that these animations are quite jittery whenever they switch from one to the next, and include some weird things in between. I've added a short video below of what I mean (but mind you, the angles, models, etc., are temporary, so it'll be a bit different in the final version): https://youtu.be/DK2OfuUfG00 I guess the problem lies in the way I write my scripts, which I assume is amateurish / not the right way, so perhaps you guys can tell me how to properly do this stuff? I've been over various tutorials and such, but couldn't find anything on this particular subject. Here's what it looks like now: I've highlighted the pertinent parts (I think). Any obvious faults in what I've been doing so far? And I do apologize for being so utterly helpless all the time Hopefully, I get to repay you all soon for your help, by giving you a kick-ass singleplayer mod!
  6. I have finished my map with the help of many great Tutorials on JK Hub. Though the final step of making my map a .pk3 Is a tough one for me. I have put the corresponding GameData/Base folders into the Pakscape folders. I have followed instructions perfectly yet, no matter what I do, the map will not show up in my menu to load on multiplayer. What am I doing wrong? I have also opened other maps pk3 files and compared to mine. I dont have a botrout yet but from what I understand I dont "have" to. I also dont have anything in Pakscapes- Texture folder. This is because the lesson says nothing about it and I have no clue where JA hides their texture folder. I also have the .arena text file done in the scripts folder of my pk3. I really could use the help Edit: I was dumb and made the file .arena.txt when it should have been just .arena, not sure when I goofed that but this solved it.
  7. Hi! I'm trying to make a map with two completely separate areas (Box B& box C), both of which have the same skybox, but one of them additionally displaying a _skybox backdrop (from a 128x128x128 small area, BOX A). Is it possible to setup a _skybox entity in a way that it only targets and displays things in the second area (BOX C) of my map? What I'm specifically trying to do is create a kind of seamless horizon, extending the 'ocean' view from any viewpoint in the second area of my map. Here's a (poorly drafted) layout of what I'm trying to do: If anyone has any tips or a better idea on how to make a horizon with water seem endless (seamless), I would greatly appreciate it! I've looked at the q3map2 code with a keyword '_skybox', and it seems it's impossible to make it affect only one skybox. Perhaps I could recompile the q3map2 code with a slightly modified _skybox functionality..
  8. Oh, here we go. My first post. Good morning, jkhub! I'm trying to create my own terrain map using easygen, and because my modding skills are 1/10, I'm struggling. I'm struggling hard. And I need your help. To be absolutely clear - I saw similar problems discussed here before, but provided solutions were not so clear (probably because my skill level). First problem: missplaced triangles in-game. Terrain looks fine, but there are few triangles which are obviously out of place. Perfect example was pictured in this topic: http://jkhub.org/topic/4229-mapping-bug-with-a-terrain-ingame/ I saw some sort of explanation provided by experienced mappers (http://jkhub.org/topic/4171-first-terrain-some-issues/?p=61755), but I still cannot understand what should I do. "Changing subdivisions". Where? How? WHY? My easygen window, to make it easier. But there is more to it. Another problem, this time it is more frustrating. Texture scalling. In easygen, my textures are larger than in compiled map. Identical problem was posted and discussed in this topic: http://jkhub.org/topic/5663-terrain-texture-size/ I did everything, from using different templates (ended up at 'rgoer') and even fixing minor bugs (moving missplaced shader to right directory, fixing order of terraing shaders in .shader file) and I'm nearly out of ideas. I think it can be fixed by using larger textures (just stretching them in paint or something), but it really isn't a solution. Help me, jkhub. You're my only hope.
  9. Hi JKHub, So I'm currently working on a commons/bar-type area for my map and my intention is to actually port it into an mp/ffa3 and make it accessible by teleportation. I actually thought it'd be a cool idea to install a TV in there so I thought I'd work with misc_portal_surface and misc_portal_camera. I realize that system/portal doesn't actually work and I've stolen a shader file and modified it for use with the map. The surface and camera works fine when the map is accessed as it's own standalone map. However, when I access the map from mp/ffa3 the TV no longer works. I'm out of ideas and I'm just thinking maybe it's not possible? What are your guys thoughts?
  10. Hey again guys (and girls). So here's another weird one for you. I have this forcefield set up in one place, to act as the door to a prison cell, and whenever you look at it from certain perspectives, the view "clips" in a way, and goes berserk - kind of like when you look through a caulked surface, into the void of the map. Now, I thought I had rectified it, by removing some caulked surfaces it was touching, as well as making sure the entire brush was fitted with the forcefield texture, which seemed to be doing the trick in one test compile - but then, when I did another compile, the problem was suddenly back, even though I hadn't changed a thing about anything near the forcefield (only added some other stuff to the room, not even in view of it). So what is causing this problem, and how may I get rid of it? Thanks
  11. Alright, so it didn't take very long before I was in need of help from you guys I'm currently working on a map, where I have an elevator that has a forcefield activate around it when it's used. Now, I've set up a target_speaker to play the forcefield hum when this happens, but my problem here is that it is incredibly loud, so here's my question: Can I use a key value in Radiant to determine the volume of a sound? I realize that there are other workarounds to this problem, like making a copy of the WAV file that has a lower volume, but seeing as I might need to do this a lot of times, I figured I'd ask the bright heads here for the easiest solution. Hope you can help
  12. Hi. You know when using patch meshes to create curves, as you adjust the vertices and tangents, subdivisions are generated. Some positions of those vertices trick GtkRadiant into thinking no more geometry is needed, however this makes it not match up with the neighbouring patches. There is really only one correct position for the tangents here, and wondering if any of you know a way to counter this problem? This is GtkRadiant 1.5. @@Langerd, @@Szico VII Pictures to illustrate the issue: The second picture here shows the consequences of the misalignment.
  13. Hi everyone, I was wondering if it possible to load an mp map on sp. I mean a map made entirely and just for mp, like some MBII maps we can't load in single player because there is no spawn point. Hope to receive an answer, even to take off a curiosity. Thanks
  14. Guest

    surfacelight issue

    Hey, I'm back at my old map as people asked me to finish it. So I'm at the part of adding lights where I use q3map_surfacelight for a nice lightbar effect but theres something bugging me , in the center you can see theres a little sphere of light. Is there a way to fix this ? Also when looking from a distance, it draws the surface through walls a bit (hard to see sometimes - top left) Shader & GTK
  15. So I just decided to make yet another siege map for the game... I was like let's download this new radiant. Let's see what can it do, but the very first thing I noticed that I can't seem to find the "move tool". I usually just pressed the "w" key, and it was there, but now nothing. Where is it and how can I enable it again? Or have they completly removed one of the basic tools?
  16. this post is for someone I could spend the script credits to the end of jka
  17. Hi all, I'm new! So, I've got this question: I know that levels are made in GTK Radiant, but is there alternate to make mapping easier? I'm thinking of something along the lines of the SWBF level editor...Any ideas?
  18. So, I ended up quitting my mapping a while back after feeling as though I would never be able to successfully incorporate terrain, however recently I made another attempt. Unfortunately, I ran into the same strange issue that I had before, and figured I should ask for some help before just giving up on it. Basically, the issue I'm having is texture size in the compiled map. They look fine in easygen, and I've tinkered with the shader files quite a few times now, but with no success. To better understand exactly what happens, I've taken a few screenshots of in-game vs. easygen. Easygen: In-Game: Any help or advice would be extremely appreciated. Thanks in advance. P.S. The mountains in the background are just a temporary model I made for the skybox, no terrain or shader issues there.
  19. Hi, I just begin my adventure with mapping and I wonder, whether it's possible to use some graphic as a scheme in place of grid view? Reading tons of tutorials never seen anything like this, although it would be very useful. I'm talking about something like that is present in almost every modeling software... Ability to assign some pattern to the appropriate grid. Feasible? :/
  20. First of all apologies if I have this in the wrong section... I'm currently working on a Tatooine themed map (will post some screenies in a WIP thread soon) Was just wondering what you guys like to see in maps and what you like to do. So far I've got a few ships that you can enter and press a few buttons on, a saber dome for dueling etc which can be configured with different platforms and opening pits, a small racing track for swoops, various little bar areas, homes/apartments, an area for rocket arena style gameplay, few places to snipe from, "Shops", a Rancor pit/arena and thats about it so far. Just looking for suggestions as to what else could go in it really to appeal to most peoples playing style, be it dueling, role playing FFA etc. One thing I doubt I'll be able to add due to its final size will be an area for flying. Thanks in advance PA
  21. Ok to begin with I convertet for Spc_chaos_1 Left4dead model of airport car ( http://jkhub.org/topic/5483-help-me/ ) and i thought - over 3000 verts for misc_model is kinda diffrent than 1000 and it is immposible to work. I know that some models in JKA itslef have over 1000 verts. BUT HOW THE HELL?!?! The model from new generation of gaming ( ok now we have UE4 but valve made the Left4dead not long ago) works fine in the older game???? What is the limit of Misc_model ( Misc_model_static doesnt work with this... the limit for it is our symbolic number 1000 verts) how the hell it works?!? Is there a random limit or limit in the map compiler? I was so confused about it ( today i will convert model above 5000 verts and check it would work) sry for big text
  22. Hi guys. So as you can see from the above image I have some ugly lighting on those patch surfaces... this only occurs when I'm using fog (as a brush or in the worldspawn) Is there anything I can do to rectify this and make the light blend/smoother? Kind regards PA
  23. Hey. I'm trying to make a model I've made as a map object be breakable. I've been playing around with func_breakable and the model2 key. The position always either stays at 0,0,0, or goes somewhere I can't find. Things I've tried: -func_breakable without origin brush = model at 0,0,0. -func_breakable with origin brush = model out of sight, also the entity brush itself is gone. -func_breakable placed at 0,0,0, given custom origin key = gone. -change origin in text editor in .bsp = errors, or no change. @@IrocJeff, didn't I make you do this trick for your bottles? Did you run into this issue? Edit: This is for JK2 MP.
  24. Hello! Some time ago, I was given advice on how to create proper weatherzones. However, when I load the map I get the following message in the console: ( Cached weather file "maps/yavin3.weather" out of date, regenerating... ) I'm assuming I've missed a step. I'd just like to know what I can do to stop this irritating piece of yellow text from popping up every time I load my map. Any help would be greatly appreciated!
  25. Okay, so recently I had GTK-Radiant set up nicely on Windows and was happily learning how to map in it. Then at some point I realized that I had used some textures from outside of the base assets, so I moved the old base folder of my windows install to a different location and created a new base folder with the base assets 0, 1, and 2 copied over. This now causes gtk radiant to refuse to load any textures in the editor whatsoever. Ive tried installing and uninstalling radiant and JA several times, but I still cant seem to get it to work. The console output of radiant after it has started is loading synapse XML config file 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/synapse.config' Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/modules/ Found 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/image.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/image.dll' Dynamic APIs for client 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'image' Found 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/map.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/map.dll' Dynamic APIs for client 'MAP format module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'map' Found 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll' Dynamic APIs for client 'XMAP module built Dec 21 2003 1.4.0' 1 dynamic interfaces parsed for 'xmap' Found 'C:/Program Files/GtkRadiant-1.4/modules/model.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/model.dll' Dynamic APIs for client 'picomodel loader module built Dec 21 2003 1.4.0' 2 dynamic interfaces parsed for 'model' Found 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll' Dynamic APIs for client 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' 2 dynamic interfaces parsed for 'shaders' Found 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll' Found 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll' Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/plugins/ Found 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll' Found 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll' Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll' Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/modules/ Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/plugins/ Dynamic APIs for client 'Radiant - synapse core built Dec 21 2003 1.4.0' 5 dynamic interfaces parsed for 'core' CSynapserServer::Resolve adding new client slot 'Radiant - synapse core built Dec 21 2003 1.4.0' 'PK3 VFS module built Dec 21 2003 1.4.0' activated 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' activated 'picomodel loader module built Dec 21 2003 1.4.0' activated 'Sprite Model module built Dec 21 2003 1.4.0' activated 'Entity module built Dec 21 2003 1.4.0' activated '2d Background plugin built Dec 21 2003 1.4.0' activated 'bobToolz module built Dec 21 2003 1.4.0' activated 'Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0' activated 'GtkGenSurf - built Dec 21 2003 1.4.0' activated 'PrtView module built Dec 21 2003 1.4.0' activated 'PNG loader module built Dec 21 2003 1.4.0' activated 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' activated 'XMAP module built Dec 21 2003 1.4.0' activated 'Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0' activated 'Builtin .def module built Dec 21 2003 1.4.0' activated 'WAD VFS module built Dec 21 2003 1.4.0' activated 'MAP format module built Dec 21 2003 1.4.0' activated Unloading an unused module: 'imagehl formats module built Dec 21 2003 1.4.0' FreeLibrary 'imagehl formats module built Dec 21 2003 1.4.0' Unloading an unused module: '.fgd eclass module built Dec 21 2003 1.4.0' FreeLibrary '.fgd eclass module built Dec 21 2003 1.4.0' Loading project file: "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj" basepath : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/ entitypath : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/base/scripts/sp_entities.def Setting current project in prefs to "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj" Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/global.pref' Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/ja.game/local.pref' vfs directory: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base pak file: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/mapextras.pk3 ScanFile: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/mp_entities.def Multiplayer mapping mode. Ignoring 'sp_entities.def' Searching VFS for files in sprites/*.* that match entity names... 0 entities were scanned 0 entities that already had models/sprites were ignored 0 non-fixed-size entities were ignored 0 entities did not have matching sprite files 0 entities had sprite files and have been attached Parsing shader files from C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/shaders/shaderlist.txt Parsing shaderfile shaders/bespin.shader Parsing shaderfile shaders/bounty.shader Parsing shaderfile shaders/byss.shader Parsing shaderfile shaders/cairn.shader Parsing shaderfile shaders/common.shader Parsing shaderfile shaders/danger.shader Parsing shaderfile shaders/decals.shader Parsing shaderfile shaders/desert.shader Parsing shaderfile shaders/doomgiver.shader Parsing shaderfile shaders/factory.shader Parsing shaderfile shaders/flares.shader Parsing shaderfile shaders/fogs.shader Parsing shaderfile shaders/h_evil.shader Parsing shaderfile shaders/hoth.shader Parsing shaderfile shaders/imp_mine.shader Parsing shaderfile shaders/impdetention.shader Parsing shaderfile shaders/imperial.shader Parsing shaderfile shaders/jnegretetest.shader Parsing shaderfile shaders/kejim.shader Parsing shaderfile shaders/korriban.shader Parsing shaderfile shaders/models.shader Parsing shaderfile shaders/mp.shader Parsing shaderfile shaders/narshaddaa.shader Parsing shaderfile shaders/nar_streets.shader Parsing shaderfile shaders/quicktrip.shader Parsing shaderfile shaders/rail.shader Parsing shaderfile shaders/rbettenbergtest.shader Parsing shaderfile shaders/rift.shader Parsing shaderfile shaders/rocky_ruins.shader Parsing shaderfile shaders/rooftop.shader Parsing shaderfile shaders/sandcrawler.shader Parsing shaderfile shaders/siege.shader Parsing shaderfile shaders/skies.shader Parsing shaderfile shaders/stu.shader Parsing shaderfile shaders/system.shader Parsing shaderfile shaders/taspir.shader Parsing shaderfile shaders/tests.shader Parsing shaderfile shaders/vjun.shader Parsing shaderfile shaders/wedge.shader Parsing shaderfile shaders/yavin.shader GL_VENDOR: Intel GL_RENDERER: Intel(R) HD Graphics Family GL_VERSION: 3.1.0 - Build 8.15.10.2476 GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object Checking for extension 'GL_ARB_texture_compression'...Found Checking for extension 'GL_EXT_texture_compression_s3tc'...Found ATI bug workaround disabled Warning: OpenGL Error GL_INVALID_VALUE - A numeric argument is out of range. LOADED: textures/radiant/notex Looked for a 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found Entering message loop Map_New Radiant - synapse core built Dec 21 2003 1.4.0 Builtin .def module built Dec 21 2003 1.4.0 PrtView module built Dec 21 2003 1.4.0 GtkGenSurf - built Dec 21 2003 1.4.0 Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0 bobToolz module built Dec 21 2003 1.4.0 2d Background plugin built Dec 21 2003 1.4.0 WAD VFS module built Dec 21 2003 1.4.0 PK3 VFS module built Dec 21 2003 1.4.0 Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0 Sprite Model module built Dec 21 2003 1.4.0 Q3/Half-Life shaders module built Dec 21 2003 1.4.0 picomodel loader module built Dec 21 2003 1.4.0 XMAP module built Dec 21 2003 1.4.0 MAP format module built Dec 21 2003 1.4.0 PNG loader module built Dec 21 2003 1.4.0 image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0 Entity module built Dec 21 2003 1.4.0 Warning: OpenGL Error GL_INVALID_ENUM - An unacceptable value is specified for an enumerated argument.
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