Content

Post new topic Reply to topic
<<  1, 2, 3, 4, 5, 6, 7  >>

Maps Addons + Recompiled Old Maps

Author Message
NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

pretty but the problem will come when you touch with the feet the stairs and steps..
the idea will be cool if we make a sort of barrier so you will not go over the Grass (stairs etc)...

lukaszenko_PL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Wink

lukaszenko_PL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

this is a problem Rolling Eyes

TRL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

No use of commercial game content. How many times do we have to say. The public and the roof have to be deleted!

NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

why the roof also?.. doens't seem the same.. Rolling Eyes

lukaszenko_PL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

TRL wrote : No use of commercial game content. How many times do we have to say. The public and the roof have to be deleted!



yes bat this is only for test haw hi look I don't use this its good ide bat hi look bad

TRL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Nello, look closer he just edited a little bit. You're easy to fool.

Anyway, no testing isn't allowed either. At least not showing pictures of it.

NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

mmm you taked us for the A$$ lukas?..

lukaszenko_PL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

this

NELLO!! Mitico View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

is right TRL I saw some screen's and noticed that detail..
delete it and try the same detail but by your hands.. Wink

lukaszenko_PL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

NELLO!! wrote : is right TRL I saw some screen's and noticed that detail..
delete it and try the same detail but by your hands.. Wink



I use grass and PhotoScape textures and add this originals texture and this is fuzion all textures Wink and I add shading

TRL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

No is no. Don't give me nonsense. No illegal textures are allowed.

lukaszenko_PL View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

bye

RoganX Classy View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Someone apparently can't handle the fact he can't use commercial-game textures... Confused

qwerty In Advance View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

I need help guys Sad

I used this:
http://ZEQ2.com/SVN/Media/Maps/Assets/tree/Tree_new.rar

converted to .OBJ with 3ds Max 30 day trial

This is the shader file:

WorldTournament_1.6.pk3\scripts\Tree.shader

models/mapobjects/Tree
{
   qer_editorimage textures/Tree/Stump.jpg
   {
      map textures/Tree/Stump.jpg
   }
}
models/mapobjects/Tree2
{
   qer_editorimage textures/Tree/LeavesDark.png
   {
      map textures/Tree/LeavesDark.png
   }
}
models/mapobjects/Tree3
{
   qer_editorimage textures/Tree/LeavesMedium.png
   {
      map textures/Tree/LeavesMedium.png
   }
}
models/mapobjects/Tree4
{
   qer_editorimage textures/Tree/LeavesBright.png
   {
      map textures/Tree/LeavesBright.png
   }
}

Zeth The Admin View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

I'm betting that if you check your console you'll see exactly the problems that exist (missing shaders/textures). Judging from your mtl file (which is not needed for ingame use), the shader/texture names/paths you are using are not correct.

Check your console for exact shader names the tree is trying to use. Alternatively if your mtl file is accurate, you could attempt :

Stump
{
   qer_editorimage textures/Tree/Stump.jpg
   {
      map textures/Tree/Stump.jpg
   }
}
Dark
{
   qer_editorimage textures/Tree/LeavesDark.png
   {
      map textures/Tree/LeavesDark.png
   }
}
Medium
{
   qer_editorimage textures/Tree/LeavesMedium.png
   {
      map textures/Tree/LeavesMedium.png
   }
}
Bright
{
   qer_editorimage textures/Tree/LeavesBright.png
   {
      map textures/Tree/LeavesBright.png
   }
}



The name of the shader depends on what the material name is OR the overriding name path you specified in radiant. Normally, imported obj/ase files just use a single word material name unless otherwise specified. Brushes tend to default to a mapobjects path if I recall right.

qer_editorimage is only used by radiant by the way.

qwerty In Advance View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Thanks Zeth Smile
For textures is necessary the TGA format?

Zeth The Admin View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

PNG is fine, but you need to put in a special keyword in your shader so the engine knows to apply alpha transparency.

Try putting alphaFunc GE128 after the map keyword for textures that have an alpha channel. This basically tells the engine that alpha values that are greater or equal (GE) to a value of 128 should be drawn. This will only give you a 1-bit alpha effect, but you can always use special blendfuncs if you need per-pixel alpha usage.

Dark
{
   qer_editorimage textures/Tree/LeavesDark.png
   {
      map textures/Tree/LeavesDark.png
      alphaFunc GE128
   }
}
Medium
{
   qer_editorimage textures/Tree/LeavesMedium.png
   {
      map textures/Tree/LeavesMedium.png
      alphaFunc GE128
   }
}
Bright
{
   qer_editorimage textures/Tree/LeavesBright.png
   {
      map textures/Tree/LeavesBright.png
      alphaFunc GE128
   }
}

qwerty In Advance View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

textures auto-rotate?

Zeth The Admin View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

If you want a texture to automatically face the camera (a billboard), you'll need to add the deformVertexes Autosprite keyword to your shader.

Dark
{
   qer_editorimage textures/Tree/LeavesDark.png
   deformVertexes Autosprite
   {
      map textures/Tree/LeavesDark.png
      alphaFunc GE128
   }
}
Medium
{
   qer_editorimage textures/Tree/LeavesMedium.png
   deformVertexes Autosprite
   {
      map textures/Tree/LeavesMedium.png
      alphaFunc GE128
   }
}
Bright
{
   qer_editorimage textures/Tree/LeavesBright.png
   deformVertexes Autosprite
   {
      map textures/Tree/LeavesBright.png
      alphaFunc GE128
   }
}

qwerty In Advance View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Thanks Wink

Zeth The Admin View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Just contact me in IRC or any common messenger if I'm available and you need realtime assistance. MSN, Yahoo, AIM, IRC, ICQ, Jabber, Google Talk, etc.

qwerty In Advance View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

I have one problem with the textures rotation..
the rotation is only of 180 degrees ..

qwerty In Advance View user's profile Send private message

Reply with quote Tuesday, October 02, 2012

Added the 1.6 version! Cool

ivanhoeGT View user's profile Send private message

Reply with quote Wednesday, October 03, 2012

I just like that,moving texture Very Happy

<<  1, 2, 3, 4, 5, 6, 7  >>
Post new topic Reply to topic

Actions

Online [ 0 / 6125]