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Posts posted by Basil Bonehead
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Huge question do the clones still twirl around like jedi dodging blaster fire?
hopefully, the ones with jet packs will be given the ability like the jettroopers because it's not there when you use the NPC tool
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in another situation, got the model preped, tried to test it in my game and it crashed and i get this error in modview
15 days later and still silence lol
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in another situation, got the model preped, tried to test it in my game and it crashed and i get this error in modview
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There's actually a lot more mods that use OpenJK than just that - JA++ uses it, JKG migrated to the codebase, JK:Enhanced was based on the codebase, and MB2 even has an OpenJK version now. I'm curious to see if you can make it work without killing performance.
only time will tell :]
eezstreet likes this -
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
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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
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That kit-bash was from 2 years ago, I don't have it as I've started a new one.
looking forward to seeing the new version
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This is like having a giant box of legos, I'm starting everything and finishing nothing.
I want that Pre Viszla XD and to reskin it to look like his other look later in the clone wars show
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Never mind, fixed it :]
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Open the model in modview and make sure the surface names match the ones in the skin file.
it seems that the head takes different names, according to mod view
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https://jkhub.org/topic/8291-face-textures-not-working/ having issues with my frankensteined model
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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.
and everytime i try to fix it in and launch it in modview I get this type of error:
oh and i'm having eye problems too
If you know how I can fix this, please let me know, i will be forever grateful because this is irritating
KotF 2.1
in WIPs, Teasers & Releases
Posted
weird question: do you also plan on incorporating the scrapped ideas of the cancelled KOTF 3.0 update that Tim was going to have?
his old account: https://www.youtube.com/user/TimFx
archive of the old website because it's been shutdown: https://web.archive.org/web/20150519055212/http://www.kotf.com/main/manual/download.htm