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Basil Bonehead

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Posts posted by Basil Bonehead

  1. I wouldn't know, as I haven't tried. But just as a guess, you'd have to raise the transform memory limit, adjust MAX_MODEL_VERTS and a bunch of other variables. It should actually be simple in theory but I suspect you'd get a loss in performance.

    safe to say that this is an idea that hasn't been explored yet, the only mod i can think of that uses openjk is jedi fighters

  2. No, I understand. I'm just a bit busy at the moment so I couldn't afford a proper reply-

    There are three pinned tutorials in the Coding section of the Tutorisls. Those should be enough to get you started. I very strongly recommend you use OpenJK, as fixing the game to compile with modern compilers is not a small task, especially for a beginner.

     

    Once you've got the game compiled, let me know and I'll walk you through what to change.

    just out of curiosity, what if you were to make a mod that uses these high-poly models, how could you get the mod to work on openjk

  3. Hello, I am new to modeling for jedi academy, I recent frankensteined me a model out of practice, I've been having a hard time trying to get the facial textures for this model to work, I had it setup in the model_default but everytime i test my model, I still can't get the textures to display.

    jasp_2016_09_03_18_39_36_53_by_mr_mannfa

    and everytime i try to fix it in and launch it in modview I get this type of error:

    error1_by_mr_mannface-daghet2.png

     

    oh and i'm having eye problems too

    jasp_2016_09_03_21_52_37_46_by_mr_mannfa

     

     

     

    If you know how I can fix this, please let me know, i will be forever grateful because this is irritating

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