Tems Posted April 23, 2002 Share Posted April 23, 2002 1) what are all these funky colours? 2) why is it lighting faces indivisually based on brush and not on face? i mean, jeez, these arent old school patches or anything. 3) anyone else having this problem? how'd you fix it? -Tems Link to comment Share on other sites More sharing options...
Hell Raiser Posted April 23, 2002 Share Posted April 23, 2002 While I can't help you with your problem.... Sweet lookin map! Link to comment Share on other sites More sharing options...
Tems Posted April 23, 2002 Author Share Posted April 23, 2002 im really not one to bump. in fact i've never bumped before in all my memory. i'm sort of against it. i apologize, but... bump. -Tems Link to comment Share on other sites More sharing options...
StitcheS Posted April 23, 2002 Share Posted April 23, 2002 I am sorry Mr. Tems... I have no idea. Maybe one of these kind people on the forum will help you though. Link to comment Share on other sites More sharing options...
twoshadows Posted April 23, 2002 Share Posted April 23, 2002 what sky tex did you use? just curious what you'd get if you used, say, test3 sky.... My biggest question is why the caulk shader was left OUT of the common.shader file...... VERY odd indeed....THAT makes any face with the caulk texture show up as a MISSING texture in the game obviously ( you ARE caulking all unseen faces...RIGHT:) ) adding THESE lines to the common.shader file ( it's read only, so goto properties, etc ) should fix the caulk issue ( compiling one now to test ) textures/common/caulk { surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks } I'm not 100% sure on what your question is Tems....I did not see anything very out of the ordinary in your map shots, except the missing sky texture and the odd shadow from here and there. Link to comment Share on other sites More sharing options...
twoshadows Posted April 23, 2002 Share Posted April 23, 2002 Oooo wait, do you mean the odd lighting on the patch meshes? the q3 engine will do that sometimes. Link to comment Share on other sites More sharing options...
CheshireKat Posted April 23, 2002 Share Posted April 23, 2002 Did you use FullVis(extra)? Not messed with JO very seriously yet, so that's all I can think of. Sometimes with GTK all you had to do was recompile. Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted April 23, 2002 Share Posted April 23, 2002 The new path for caulk is 'system/caulk', so just use the find/replace shader option to quickly fix that. It's easier than adding a new shader. Link to comment Share on other sites More sharing options...
Tems Posted April 23, 2002 Author Share Posted April 23, 2002 i fixed the caulk long ago. that wouldnt affect the lighting. it lights everything like a patch, bbefore patchshadows was added. yes im using patchshadows and no it makes no difference when i dont. yes im doing fullvis. that doesnt matter either. still no idea. -Tems Link to comment Share on other sites More sharing options...
UniKorn Posted April 23, 2002 Share Posted April 23, 2002 I'll look into it when I get home mate. Don't have my jk2 cd here at work otherwise I could test it here Link to comment Share on other sites More sharing options...
patchx Posted April 23, 2002 Share Posted April 23, 2002 dunno about ur question but that map looks pretty damn kewl please say its gonna be SP....huh? please? MP doesnt agree with me.. -patch Link to comment Share on other sites More sharing options...
MilesTeg Posted April 23, 2002 Share Posted April 23, 2002 Don´t know, but I tested JKORadiant with a small room first to check out the lightning thing. I don´t know exactly what you want, but I´ve brightened it up with these settings: light 2000, scale 80 (for testing purposes ) and replaced my old lights. btw: Did anyone get the sky working? Just the same texture problem like Q3Radiant and JO. Link to comment Share on other sites More sharing options...
L2.0 Posted April 23, 2002 Share Posted April 23, 2002 You're looking at a FFA map from what I remember, Patchx... Link to comment Share on other sites More sharing options...
twoshadows Posted April 23, 2002 Share Posted April 23, 2002 Originally posted by Cmdr. Antilles The new path for caulk is 'system/caulk', so just use the find/replace shader option to quickly fix that. It's easier than adding a new shader. hmmm thanx....but changing the directory is just a plain RETARDED move by Raven....let's see, people having been using it in the Common directory for 3 years now...LET's CHANGE THAT! lol idiots. Link to comment Share on other sites More sharing options...
Phantomas Posted April 23, 2002 Share Posted April 23, 2002 have you tried to change the "gridsize" in the editor for worldspawn...maybe to 32 32 64 or 256 256 512? Dunno...just a idea Link to comment Share on other sites More sharing options...
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