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Extended Modding Capabilities


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Posted

This thread will outline the modding capabilities which have been extended from base JK2.

 

  • Can now use PNG files for images
  • Can now use GLMs for viewmodels (complete with animations)
  • Changed the file format for the weapons.dat. It is now located in ext_data/weapons/ (default.json is the default). You can change which one to use via g_weaponFile.
  • Weapons are scripted using Angelscript. The game will load these scripts from scripts/as/*.as. For more information, see this thread and this thread.
  • You can now use modded gamecores. The game will search for DLLs in fs_game folder, then base, then gamedata folder. It is not compatible with the original gamecore. You must adhere to the terms of the GPL when making a new gamecore.
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Posted
  On 2/7/2014 at 4:57 PM, Omicron said:

Couldn't png images already be used for images in JK2? I knew they could in JKA.

Nope. JKA added support for those.

Posted
  On 2/7/2014 at 5:05 PM, eezstreet said:

Nope. JKA added support for those.

Ahh, but aren't I right in saying they didn't quite work properly? As I recall, there was an error for them, but Ensi posted an update saying that all of these errors had been fixed, or something along those lines.

Posted

The support simply didn't exist period, so far as I know. You -might- be thinking of libpng errors, which were showing up due to a newer libpng (OpenJK updated the library). I squelched those in a later commit.

Posted
  On 2/7/2014 at 9:17 PM, Apprentice said:

Will we be able to use images of all sizes, e.g: 300 x 750 ??

Once I get rend2 working for it - yes.

Posted
  On 2/7/2014 at 9:24 PM, Omicron said:

I might just derp normal ja players, by making textures on my skins 1 px smaller on the width and height :D

Do note - non power of two textures is limited by hardware. Older graphics cards from like ~2005 won't really support non power of two textures.

Posted
  On 2/7/2014 at 11:23 PM, eezstreet said:

Do note - non power of two textures is limited by hardware. Older graphics cards from like ~2005 won't really support non power of two textures.

Huh, didn't know that.

Posted
  On 2/7/2014 at 11:23 PM, eezstreet said:

Do note - non power of two textures is limited by hardware. Older graphics cards from like ~2005 won't really support non power of two textures.

I don't know if that is exactly the case. I used to map for Elite Force (also idTech3 based game) and despite their size, I never had any issues loading them and I've mapped on various 3Dfx Voodoo and older Geforce cards (e.g: Geforce 256) . . .

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Posted
  On 2/8/2014 at 10:19 AM, Apprentice said:

I don't know if that is exactly the case. I used to map for Elite Force (also idTech3 based game) and despite their size, I never had any issues loading them and I've mapped on various 3Dfx Voodoo and older Geforce cards (e.g: Geforce 256) . . .

Elite Force was also by Raven Software, and like JK2 and JKA, it also required power-of-two textures.

Posted
  On 2/8/2014 at 2:52 PM, eezstreet said:

Elite Force was also by Raven Software, and like JK2 and JKA, it also required power-of-two textures.

Not my experience. I could use images sized 715x309 or 570x288. With JA & JO, they always have to 128, 256, 512 or 1024 in any direction. Anything in between (such as 384) simply doesn't work . . .

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Posted
  On 2/8/2014 at 3:23 PM, Apprentice said:

Not my experience. I could use images sized 715x309 or 570x288. With JA & JO, they always have to 128, 256, 512 or 1024 in any direction. Anything in between (such as 384) simply doesn't work . . .

That's strange. O_o Are you sure you're not referring to Elite Forces 2?

Posted
  On 2/8/2014 at 3:28 PM, eezstreet said:

That's strange. O_o Are you sure you're not referring to Elite Forces 2?

Nope, Star Trek Voyager: Elite Force. Take a look at my Asteroid Base II map, which contains some odd-dimentioned images . . .

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