#211
14 апреля 2014 в 03:21
угу, знаю, хочу bias для шмапы подкрутить.
#212
15 апреля 2014 в 11:09
Hi is very a serious bug
For bersker v1 map DAM works okay
On the version bersker v2 already appear errors
But for v1 light not working so I must be v2.
I installed this at last threw on the forum with DOF.
Still the same error.
Please repair this bug
And sent fixed corect files.
http://images63.fotosik.pl/882/bfd39761ff5d750b.jpg
Thanks
For bersker v1 map DAM works okay
On the version bersker v2 already appear errors
But for v1 light not working so I must be v2.
I installed this at last threw on the forum with DOF.
Still the same error.
Please repair this bug
And sent fixed corect files.
http://images63.fotosik.pl/882/bfd39761ff5d750b.jpg
Thanks
#213
15 апреля 2014 в 14:51
read the logs...
open the "materials\sky.shader"
seek "textures/skies/sky_dam_night_skybox",
probably, you will be see the "nosun" word.
This word is obsolete, replace it for "disableSunDisk".
open the "materials\sky.shader"
seek "textures/skies/sky_dam_night_skybox",
probably, you will be see the "nosun" word.
This word is obsolete, replace it for "disableSunDisk".
#214
15 апреля 2014 в 15:06
I did as you said and still the same.
When i delete sky file and this now work
When i delete sky file and this now work
#215
15 апреля 2014 в 17:45
+set logfile 1 +set developer 1
bind g "moveoriginlight_x -1"
bind h "moveoriginlight_y -1"
bind j "moveoriginlight_z -1"
bind t "moveoriginlight_x 1"
bind u "moveoriginlight_z 1"
bind y "moveoriginlight_y 1"
ed_editor 1
\ed_editor 1; map village1
And okay
How select light?
When g and i have message "The light not selected"
How edit and create new lights?
bind g "moveoriginlight_x -1"
bind h "moveoriginlight_y -1"
bind j "moveoriginlight_z -1"
bind t "moveoriginlight_x 1"
bind u "moveoriginlight_z 1"
bind y "moveoriginlight_y 1"
ed_editor 1
\ed_editor 1; map village1
And okay
How select light?
When g and i have message "The light not selected"
How edit and create new lights?
#216
16 апреля 2014 в 16:02
select nearest light: selectnearestlight
select sun: selectsun
create light: createlight
create sun: createsun
:D
completed command list (dirty text, from source code...):
/// Light Editor
ri.Cmd_AddCommand( "createlight", Ed_CreateLight_f );
ri.Cmd_AddCommand( "colorlight", Ed_ColorLight_f );
ri.Cmd_AddCommand( "deletelight", Ed_DeleteLight_f );
ri.Cmd_AddCommand( "deletealllights", Ed_DeleteAllLight_f );
ri.Cmd_AddCommand( "selectnearestlight", Ed_SelectNearestLight_f );
ri.Cmd_AddCommand( "nextlight", Ed_NextLight_f );
ri.Cmd_AddCommand( "prevlight", Ed_PrevLight_f );
ri.Cmd_AddCommand( "originlight", Ed_OriginLight_f );
ri.Cmd_AddCommand( "radiuslight", Ed_RadiusLight_f );
ri.Cmd_AddCommand( "unselectlight", Ed_UnSelectLight_f );
ri.Cmd_AddCommand( "savelit", Ed_SaveLit_f );
ri.Cmd_AddCommand( "copylight", Ed_CopyLight_f );
ri.Cmd_AddCommand( "pastelight", Ed_PasteLight_f );
ri.Cmd_AddCommand( "paste2cameralight", Ed_Paste2CameraLight_f );
ri.Cmd_AddCommand( "cutlight", Ed_CutLight_f );
ri.Cmd_AddCommand( "centerlight", Ed_CenterLight_f );
ri.Cmd_AddCommand( "moveoriginlight_x", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "moveoriginlight_y", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "moveoriginlight_z", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight_x", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight_y", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight_z", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "nospecularlight", Ed_NoSpecularLight_f );
ri.Cmd_AddCommand( "noshadowlight", Ed_NoShadowLight_f );
ri.Cmd_AddCommand( "specularlight", Ed_SpecularLight_f );
ri.Cmd_AddCommand( "shadowlight", Ed_ShadowLight_f );
ri.Cmd_AddCommand( "nomodelsshadowlight", Ed_NoModelsShadowLight_f );
ri.Cmd_AddCommand( "modelsshadowlight", Ed_ModelsShadowLight_f );
ri.Cmd_AddCommand( "dynamiclight", Ed_DynamicLight_f );
ri.Cmd_AddCommand( "staticlight", Ed_StaticLight_f );
ri.Cmd_AddCommand( "omnilight", Ed_OmniLight_f );
ri.Cmd_AddCommand( "projlight", Ed_ProjLight_f );
ri.Cmd_AddCommand( "directlight", Ed_DirectLight_f );
ri.Cmd_AddCommand( "anglelight", Ed_AngleLight_f );
ri.Cmd_AddCommand( "angleslight", Ed_AnglesLight_f );
ri.Cmd_AddCommand( "materiallight", Ed_MaterialLight_f );
ri.Cmd_AddCommand( "ambientcolor", Ed_AmbientColor_f );
ri.Cmd_AddCommand( "ambientlevel", Ed_AmbientLevel_f );
ri.Cmd_AddCommand("sunlight", Ed_SunLight_f);
ri.Cmd_AddCommand("sunIntensitylight", Ed_SunIintensityLight_f);
ri.Cmd_AddCommand("selectSun", Ed_SelectSunLight_f);
ri.Cmd_AddCommand("createSun", Ed_CreateSunLight_f);
ri.Cmd_AddCommand("drawSunDisk", Ed_DrawSunDisk_f);
ri.Cmd_AddCommand("cullBackFaces", Ed_CullBackFacesLight_f);
select sun: selectsun
create light: createlight
create sun: createsun
:D
completed command list (dirty text, from source code...):
/// Light Editor
ri.Cmd_AddCommand( "createlight", Ed_CreateLight_f );
ri.Cmd_AddCommand( "colorlight", Ed_ColorLight_f );
ri.Cmd_AddCommand( "deletelight", Ed_DeleteLight_f );
ri.Cmd_AddCommand( "deletealllights", Ed_DeleteAllLight_f );
ri.Cmd_AddCommand( "selectnearestlight", Ed_SelectNearestLight_f );
ri.Cmd_AddCommand( "nextlight", Ed_NextLight_f );
ri.Cmd_AddCommand( "prevlight", Ed_PrevLight_f );
ri.Cmd_AddCommand( "originlight", Ed_OriginLight_f );
ri.Cmd_AddCommand( "radiuslight", Ed_RadiusLight_f );
ri.Cmd_AddCommand( "unselectlight", Ed_UnSelectLight_f );
ri.Cmd_AddCommand( "savelit", Ed_SaveLit_f );
ri.Cmd_AddCommand( "copylight", Ed_CopyLight_f );
ri.Cmd_AddCommand( "pastelight", Ed_PasteLight_f );
ri.Cmd_AddCommand( "paste2cameralight", Ed_Paste2CameraLight_f );
ri.Cmd_AddCommand( "cutlight", Ed_CutLight_f );
ri.Cmd_AddCommand( "centerlight", Ed_CenterLight_f );
ri.Cmd_AddCommand( "moveoriginlight_x", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "moveoriginlight_y", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "moveoriginlight_z", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight_x", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight_y", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight_z", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "addradiuslight", Ed_MoveOriginLight_f );
ri.Cmd_AddCommand( "nospecularlight", Ed_NoSpecularLight_f );
ri.Cmd_AddCommand( "noshadowlight", Ed_NoShadowLight_f );
ri.Cmd_AddCommand( "specularlight", Ed_SpecularLight_f );
ri.Cmd_AddCommand( "shadowlight", Ed_ShadowLight_f );
ri.Cmd_AddCommand( "nomodelsshadowlight", Ed_NoModelsShadowLight_f );
ri.Cmd_AddCommand( "modelsshadowlight", Ed_ModelsShadowLight_f );
ri.Cmd_AddCommand( "dynamiclight", Ed_DynamicLight_f );
ri.Cmd_AddCommand( "staticlight", Ed_StaticLight_f );
ri.Cmd_AddCommand( "omnilight", Ed_OmniLight_f );
ri.Cmd_AddCommand( "projlight", Ed_ProjLight_f );
ri.Cmd_AddCommand( "directlight", Ed_DirectLight_f );
ri.Cmd_AddCommand( "anglelight", Ed_AngleLight_f );
ri.Cmd_AddCommand( "angleslight", Ed_AnglesLight_f );
ri.Cmd_AddCommand( "materiallight", Ed_MaterialLight_f );
ri.Cmd_AddCommand( "ambientcolor", Ed_AmbientColor_f );
ri.Cmd_AddCommand( "ambientlevel", Ed_AmbientLevel_f );
ri.Cmd_AddCommand("sunlight", Ed_SunLight_f);
ri.Cmd_AddCommand("sunIntensitylight", Ed_SunIintensityLight_f);
ri.Cmd_AddCommand("selectSun", Ed_SelectSunLight_f);
ri.Cmd_AddCommand("createSun", Ed_CreateSunLight_f);
ri.Cmd_AddCommand("drawSunDisk", Ed_DrawSunDisk_f);
ri.Cmd_AddCommand("cullBackFaces", Ed_CullBackFacesLight_f);
#218
19 апреля 2014 в 11:41
Каску криво одел ;)
А модель какая? mds, mdc?
В чём модель делал и чем конвертировал в вольфовый формат?
Почему у модели без зрачков fps ниже чем у модели со зрачками?
А модель какая? mds, mdc?
В чём модель делал и чем конвертировал в вольфовый формат?
Почему у модели без зрачков fps ниже чем у модели со зрачками?
#219
19 апреля 2014 в 11:48
We need animators, coders and level designers to cooperate. We working on total remake modification to RTCW. Please help us!
http://www.moddb.com/mods/rtcw-remake-mod
https://www.facebook.com/pages/RTCW-Remake-MOD/463839790384048?ref=hl
http://www.moddb.com/mods/rtcw-remake-mod
https://www.facebook.com/pages/RTCW-Remake-MOD/463839790384048?ref=hl
#220
19 апреля 2014 в 12:09
А модель какая? mds, mdc?
Дай угадаю: mdc/md3 ?
Все статичные запчасти от мобов в этом формате. Цепляются тегами к скелетной модели.
C.Z.R
On your sites found no mention which engine used.