#361
03 апреля 2015 в 09:30
Can you make this in next version? pleeasee :D
#362
06 апреля 2015 в 09:37
Hi all! Berserker I have a technical question for you. I speak about effects for rtcw (quake 3 shader) and I can't make run shader stage for two models. Mg42 texture and knight armors, locate in escape1 and 2 levels. Knight texture not run and it's strange, because are correctly scripted by original developers and texture (models\mapobjects\knight\knt.tga) ready with alpha channel. You can help me? I know is extreme older stuff but is perfect to begin.
#364
07 апреля 2015 в 20:32
[url=http://postimg.org/image/9vujbys7h/full/][img]http:
Example like these. Simple blend functions applied to skins, in r_ppl 2 I can make difference with your engine but now I'm working on original.
Well, knights in the castle and mg42 are mapobjects, but effect on these don't run! It's strange because I'm very far to limit number of shaders in rtcw (844/1024), the knt texture have alpha channel, mg42 texture from ET too, others mapobjects run perfectly with my effects (natter aircraft, train vehicle in rocket, etc.). These effects run pretty good only in ET! How I can do with them?
Example like these. Simple blend functions applied to skins, in r_ppl 2 I can make difference with your engine but now I'm working on original.
Well, knights in the castle and mg42 are mapobjects, but effect on these don't run! It's strange because I'm very far to limit number of shaders in rtcw (844/1024), the knt texture have alpha channel, mg42 texture from ET too, others mapobjects run perfectly with my effects (natter aircraft, train vehicle in rocket, etc.). These effects run pretty good only in ET! How I can do with them?
#365
08 апреля 2015 в 17:30
give me simple box-map with both objects.
#366
09 апреля 2015 в 07:23
Cause I've been busy these days, I checked feedback and new version today.
1.bug1: I'll adjust model position so that they stand on the ground.
2.bug2: It is not bug exactly, original eliteguard model has two outfit version and
strange meshes are used in the other outfit version. check this screenshot: https://www.dropbox.com/s/zyq4dobgvrxenbk/alpha.jpg?dl=0
new bug: model cannot turn their waist. check links below:
https://www.dropbox.com/s/506i3s18cneg6lq/iqmtest.jpg?dl=0
cheers!
1.bug1: I'll adjust model position so that they stand on the ground.
2.bug2: It is not bug exactly, original eliteguard model has two outfit version and
strange meshes are used in the other outfit version. check this screenshot: https://www.dropbox.com/s/zyq4dobgvrxenbk/alpha.jpg?dl=0
new bug: model cannot turn their waist. check links below:
https://www.dropbox.com/s/506i3s18cneg6lq/iqmtest.jpg?dl=0
cheers!
#368
10 апреля 2015 в 05:09
#369
10 апреля 2015 в 15:18
Thanx for model.
I don't see bug:
![](http://s018.radikal.ru/i508/1504/6b/016592e583d1.jpg)
Whats different? ))
Model drawed correctly.
PS: please fix weapon orientation.
I don't see bug:
![](http://s018.radikal.ru/i508/1504/6b/016592e583d1.jpg)
Whats different? ))
Model drawed correctly.
PS: please fix weapon orientation.
#370
10 апреля 2015 в 15:44
Nice to see progress with new format. However,unfortunately I'm not a mapper, if someone will edit a simple room with gtkradiant for me with knight armor and one mg42 I will appreciate, next I will compile script for a test and sent to you Berserker. For now these two models are a problem, never had problems with "animate" models :/