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ForumsJedi Outcast and Jedi Academy Editing Forum → Help please!
Help please!
2004-10-20, 4:31 PM #1
Ok, so I was having trouble (like normal) with GTK and editing for Jedi Knight, Jedi Academy. Here are some things I need help with:
  • Spotlights
  • Merging brushes into one brush
  • Ideas (Most important)
  • Importing Textures
  • GTK textures distortion


For spotlights (like the ones in the JA mission when you rescue the elders)

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[http://img.photobucket.com/albums/v91/FG0091/Jedi%20Academy/spotlight.jpg]

and how to get the gradiant to show on top

\|/
[http://img.photobucket.com/albums/v91/FG0091/Jedi%20Academy/this.jpg]

For merging, how,without csg, to merge brushes with obtuse/right interior angles.

How do you import textures for use in JA?

And th last one I think is because of my Dell E771A on Intel 828445G/GL Graphics controller intigraded card.

Any help is vastly appreciated!
Jedi rocks rule the house...
YEAH YEAH YEAH
2004-10-20, 5:05 PM #2
1- Scroll the texture up. If you look at the lightbeam shader in the editor, it becomes logical which are the light "comes from."

2- You can make custom textures by putting a new texture folder in the textures directory. For example: textures/new_texture_foldername . Put the new textures in that new folder. Make sure the dimensions of pixels in the image are of powers of two (like 100 x 100, 256 x 256, and so on.) Texture artists online take note of this rule, so often they make textures and shaders that follow this.

When you need to export your map, remember to put these new textures in with the .pk3 file. If you need to play MP to test your level (that isn't in a .pk3 yet) use the console command sv_pure 0 .
SnailIracing:n(500tpostshpereline)pants
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2004-10-21, 2:16 AM #3
Quote:
Originally posted by Echoman
Make sure the dimensions of pixels in the image are of powers of two (like 100 x 100, 256 x 256, and so on.)


It should be 128x128, not 100x100 here... Otherwise this echoes the truth.
Frozen in the past by ICARUS
2004-10-21, 3:59 AM #4
whoops
SnailIracing:n(500tpostshpereline)pants
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2004-10-21, 7:37 AM #5
Quote:
Originally posted by Echoman
1- Scroll the texture up. If you look at the lightbeam shader in the editor, it becomes logical which are the light "comes from."


In this case, rotating it 180 degrees would work better.
2004-10-21, 9:15 AM #6
Quote:
Originally posted by gothicX
In this case, rotating it 180 degrees would work better.


He is sarcastic, he is funny. It is....GOTHICX
2004-10-21, 11:46 AM #7
Quote:
Originally posted by need help
He is sarcastic, he is funny. It is....GOTHICX


:confused:
SnailIracing:n(500tpostshpereline)pants
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