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DarthDementous

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Everything posted by DarthDementous

  1. Okay so now I'm quite puzzled. During my first tests I just did a simple compile of BSP and -meta and the map ran fine, now that I've created the lighting shaders for the texture on the parts of the model I decided to do a proper compile and was dismayed to find that the misc_model entities were leaking through the skybox even though that's the only brush in the map. I have made sure that the skybox is a structural brush and even deleted the wall it was leaking through and remade it but to no avail. Because of the seemingly uncaused leak it's stopping the Load Portal from loading (ironic) and thus the rest of the compile can't take place. I have also tried putting another caulk box around it but it decided to leak through that too. Are there any commands or anything I can put in the worldspawn to help counteract this leak? The map so far is fairly medium size so it's not completely massive. Any help would be much appreciated.
  2. @@mrwonko You're right, I changed my mind about wanting this when I realized I'd have to re-texture everything haha.
  3. Hello gentlemen, Through the almighty powers of importers and exporters as well as the handy dandy KOTOR Tool I am going to compile this guide to teach you how to get your very own KOTOR module into Blender so you can inspect every angle of it. I feel like this might help any KOTOR based maps people might be theorizing they want to do but can't be buggered to get the reference pictures or trying to deal with KOTOR's horrific camera angles. Things you will need: KOTOR TOOL http://deadlystream.com/forum/files/file/280-kotor-tool/ Neverwinter .MDL Importer for Blender http://neverwintervault.org/project/nwn1/other/tool/neverblender-blender-26x-27x Knights of the Old Republic 1 or 2 Installed Blender 2.6 or Higher Now before we proceed I highly recommend that you create a file directory in your Documents to house the exported modules. Okay, opening up KOTOR Tool you should be greeted with a path setup request just simply point it towards the locations KOTOR 1/and/or KOTOR 2 are installed in. Now go to File -> Manage Paths and click on the 'Other Paths' tab. Under 'Import Path' direct it to wherever you want the exported modules to be housed. You should now be looking at the hierarchy of files, you will need to expand them in this order to find the locations of the modules: Kotor 1/TSL +BIFs +models.bif +Aurora Model Within the Aurora Model sub tree you will see a long ass list of files, in order to identify which pertain to the module you are after use this warp guide: http://w11.zetaboards.com/KOTOR_Movies/topic/995883/1/ or http://www.gamefaqs.com/pc/920601-star-wars-knights-of-the-old-republic-ii-the-sith/faqs/35636 Now seeing as I have KOTOR 1 installed as of present I'm going to be using a module from that as an example. Say we want the Czerka Landing Platform from Kashyyyk, the link above states that the module name of that is kas_m22aa In the file tree of Aurora Model it'll be listed by m22aa so you need to find any file beginning with m22aa. The way KOTOR works is that it structures each section of the level in multiple parts, so in the case of the Czerka Landing Platform, there are multiple files pertaining to this. They are: m22aa_01a.mdl m22aa_02a.mdl m22aa_03a.mdl m22aa_04a.mdl m22aa_05a.mdl m22aa_06a.mdl m22aa_07a.mdl For every single file you find pertaining to your module's name you need to double click on it and make sure 'Each model in own directory' is the ONLY thing ticked and that Number of consecutive models to extract is set to 1. Next make sure your export path is pointing to your directory to house the exports. Click OK and it'll extract the .mdl as well as EVERY TEXTURE USED IN THE .MDL into its own folder marked by its name. Once you have done the same for every other related file then you need to go into Blender and set the mode that it renders in to TEXTURED BEFORE you do import it otherwise there'll be weird lighting issues, Go into File -> Import -> Neverwinter .MDL then navigate to the folder that the .mdl exported itself to. In the case of our example there should be a file in the folder m22aa_01a called m22aa_01a-ascii.mdl. This is the file you want to import. Some of the files are something only applicable in aurora i.e. positioning for light rays and creatures or a sky-globe. You want the modules that contain actual pieces of the geometery for the area you are trying to recreate. In the case of Kashyyyk Czerka Landing Platform only 01a, 02a, 03a and 04a contain pieces of the actual geometery. I hope you enjoyed this guide and don't hesitate to ask questions if you are stuck or require more info. Now go out there and make some fantastic KOTOR maps for JKA!
  4. Hey, I've been scouring the internet to find one of these but they all seem to be for older versions, if there is something like this that exists that'd be incredibly helpful because then I'd be able to make small modifications in GTKRadiant on what would normally be a .md3. Thanks, Dementous
  5. @@mrwonko It appears that just by setting the spawnflags of the misc_model to '2' automatically gives it collision - very convenient for me!
  6. @@mrwonko Yup, funly enough it was your exporter and watching one of your tutorial vids helped me learn how to assign the textures properly. My god was it tedious but at least that's behind me until I go onto the next one T_T. I don't suppose there's any easy way to automatically physics clip an .md3 model? @@Pande
  7. Hey guys, I've got something imported from an .mdl into Blender and was wondering how I'd get it into GTKRadiant as a .md3 Obviously I need to export it as one but seeing as how the textures applied correctly when I imported the .mdl I'm unsure as to how I'd get it to be textured once it is in GTKRadiant. Thanks, Dementous EDIT: I got the mesh in completely fine but I have no idea how to make sure that it's textured like how I was viewing it in Blender. Help regarding this is needed, thanks.
  8. So it is, took them long enough . Here's a whole page of footage from the ongoing Closed Alpha: http://www.allgamesbeta.com/2015/07/star-wars-battlefront-alpha-leaked.html
  9. For those who want a proper look at how the game will actually play without the shroud of scripted player interactions then there's this gem of 3rd person Snowtrooper footage. http://www.playstationlifestyle.net/2015/06/29/watch-17-minutes-of-leaked-off-screen-star-wars-battlefront-gameplay/#/slide/1 Everything about this screams Battlefront with the addition of power ups and more customisability ultimately looks to be a very fun experience. The animations especially just look absolutely beautiful in third person and it'll definitely be the majority perspective for my playthrough, that alone is enough to make a Battlefront game for me.
  10. @@Boothand I have to stop by this thread and say that your first model is the most beautiful thing I have ever seen. I appreciate you guys not following suite into a heated discussion but rather remaining calm and explaining why you're doing what you're doing. I understand that accepting criticism is hard @@Cerez, like you I want to believe that whatever I'm creating is fantastic but it really helps to step away from it and let someone else take an unbiased view on it especially if they have experience in the field. However, 'constructive' criticism like my friend gave: "This map needs to be more blue, isn't night time blue" can be safely ignored. All joking aside I hope that you've just taken a break from this thread to clear your head and will hopefully return with a little bit more open-mindedness. EDIT (In relation to the post above): Are you not releasing this for the JKHub community? If you are, then you aren't just making this model for yourself and should consider what others want if you're trying to make a product for the consumers. If you don't plan on releasing it and just want to showcase your progress for those that are interested (I personally enjoy watching something being created from the ground up) then I feel that you don't have to make any changes you don't want to. Just make sure you keep the two separate.
  11. I've already tried re-installing before when I had this issue AND restarting Steam but yet nothing changed :\. EDIT: I got this error now when I try and use the MB2 Launcher to power up the game (just starting from jamp.exe doesn't produce this): execing default.cfgexecing jaconfig.cfgcouldn't exec autoexec.cfgZ_Free(): Corrupt zone header! Going to try re-installing MB2 as I'm out of options
  12. Thanks for the speedy reply @@eezstreet. I'm launching it from Steam (as JKA is a steam game) and so it's directly accessing the jamp.exe. I think it may have something to do with the OS not being able to access the .dll, is there anyway to give admin permissions to everything? Look forward to your response as I'd love to get this issue down and play me some mb2 EDIT: jamp.exe is definitely not running
  13. Hey, You guys have probably heard of Movie Battles 2 but even if you haven't I assume the general principle to the crash remains the same. Normally when the map changes more than two times I'll crash receiving this error: 159366 files in pk3 filesLoading dll file ui.Failed to load dll, looking for qvm.Loading vm file vm/ui.qvm.Failed.Shutting down OpenGL subsystemVM_Create on UI failed However, just recently this has started happening whenever I join ANY server. It'll load stutter for a bit then crash straight to desktop with that same error in the console log. My graphics card is in built into the laptop meaning that it's absolutely terrible (Intel® HD Graphics 4000) but the crashing has been manageable until now. Which is odd considering nothing has changed the state of the game since, even all recent .pk3 additions were removed yet to no avail. I've tried setting the jamp.exe to administrator and compatability mode windows XP service pack 2 and 3 but to no avail and tried setting all my graphics settings to low before joining in case it was a memory problem but that did nothing. Some help would be immensely appreciated.
  14. Hang on, didn't I frankenstein this together for you @zeƒilus ?
  15. @@Oobah Hmm, you wouldn't happen to have that Dreshdae map would you? And take it as slow as you want, rushing into things and stressing just to please the denizens of JKHub is not as important as pacing yourself. If you were to go the whole mile and add in the tomb interiors as well, would it be modelled off KOTOR or by your own style to fit within the style a bit better. I know exactly what you mean when you talk about half-assed Sith maps and skins, there's a much bigger dynamic than just desaturating and having black contrasts. I think what makes this map as well as others aesthetically pleasing is the new textures being used, just sets it apart from the base game. Anyway keep up the good work, I look forward to see what comes out of this.
  16. Hell, I'm passionate for anything remotely related to KOTOR and just seeing those textures and beautiful lighting sent off nostalgia bells. Sith Academies have been done before, sure but the faith to the original KOTOR design is what really makes this special. In my opinion, to make it the truly best map and the absolute definitive Korriban the Valley of the Dark Lords and Dreshdae is most certainly needed. I'm fairly sure nothing in terms of Dreshdae has been publicly released so it'd be a real treat. Keep up the fantastic work @@Oobah! I swear I am not jealous at all...heh...heh
  17. Star Wars Battlefront has been confirmed to be featuring Episode 7 aspects so hopefully that'll provide a nice resource for some new maps and models @@DT85 Have you tried frankensteining the new helmet onto your stormtrooper, if so did it end up meshing well? Or did the curves differentiate the helmet too much.
  18. The reason for the lightsaber caused bleeding is because the Aqualish have a special kind of blood that can't be cauterized. I agree with the stormtroopers looking for the droids in the background would be interesting, especially if searching Tusken camps or even Jawa Sandcrawlers was involved. Maybe moving between the two on a Dewback would be pretty neat. I think there's also quite a lot of tattooine map stuff in the JKG source files (this is the .map as well which is great) only issue is that textures would need to be redone as they aren't all included in the package.
  19. I'm a bit of a weird one when it comes to music, the only music I've really absolutely adored is the orchestral/rock pieces in movies and TV shows, specifically Doctor Who (Murray Gold) and Star Wars (John Williams, Mark Griskey, Jeremy Soule). However after starting to watch Torchwood (which is a god damn amazing show) this track is just beautiful and impacting to me: <iframe width="420" height="315" src="https://www.youtube.com/embed/p9doM465vHU?rel=0&controls=0&showinfo=0" frameborder="0" allowfullscreen></iframe> EDIT: @@Circa halp, I can't get YouTube embed to work D;
  20. Okay, that's alright then. I was only planning to make it clientside.
  21. Okay cool that'll save a lot of time. Doesn't using OpenJK for coding cause issues in compatability? As in coding mods I make won't be able to function in other mods or vanilla but only in the OpenJK environment.
  22. Woohoo! After spending an ungodly time rebuilding the horizon blending hexagon the bleeding thing stops giving me degenerate plane errors and isn't even leaking anymore . After all that pain though I still did get a MAX_MAP_VISIBILITY EXCEEDED warning. My worldspawn _blocksize is at 2048 at the moment, is there anyway to get rid of that error so I can compile and see the (hopefully) beautiful effect. Would increasing the _blocksize maybe help? I'm just happy to be stuck with only ONE error now haha EDIT: Doubling the block size worked and now it compiles perfectly, just need to experiment now to get the look just right. EDIT2: The sheer size of things diminished the effect a little but at least it works
  23. I know how to quad-scoop and tri-scoop but I can not for the life of me figure out how I'd use that to make a mountain top rofl
  24. Well, I hadn't done anything to the brushes. I was just dragging them the regular way to resize them as the hexagon got bigger and bigger. Basically there was a lot of space bar duplication to save time lol. Uh oh come to think of it, I did rotate some of the brushes a few times... If there's no way of fixing it I suppose I'll just have to rebuild it In the new blank Radiant scene the brushes look astonishingly warped after being Copy and Pasted yet the original looks absolutely fine... Must be ghosts altering my brushes lol EDIT: All the degenerate brushes appear to be... the horizon blending hexagon. Would the fact the map is really large have anything to do with GTK Radiant messing up? I scaled all of it down to 0.5 but then the map refused to compile in a way that wouldn't even tell me what was leaked it just... stopped. I'm also noticing that there's tonnes of 'Bad Normal' errors in the actual compiler but it's not stopping it like the degenerate planes error.
  25. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH Ahem, sorry about that. Just letting my frustration out after spending hours on a complex mapping technique only to have it refuse compile in the most heinous way. So I was following @Szico VII's Horizon Blending tutorial and the terrain in question I have at the moment is quite large, so the terrain blending hexagon was also fairly large. I replicated it quite well but upon compiling I get thousands of Degenerate Plane errors that pop up. When I select them it takes me to the offending brush in the editor but much to my annoyance its one of the brushes I've used for the Horizon Blending tutorial and ofc deleting gets rid of it for good. Not to mention my map is now apparently leaking through the Easygen Terrain and placing a giant caulk box around things does nothing to stop the leaking. As you can see I'm in quite a bit of a pickle, some assistance would be insanely appreciated right now. EDIT: bobtoolz Brush Cleanup and regular GTK Radiant 1.5 Brush Cleanup is doing nothing to help things, it isn't removing any duplicate or bad brushes so I'm not sure why the compile is stopping me. EDIT2: Oh... dear.... god. Okay so I copy and pasted the map into a blank GTK Radiant and was met with some missing brushes from the original as well as some strange warped demented looking ones. I guess I could try rebuilding the hexagon... T_T
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