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Linken

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Everything posted by Linken

  1. I managed to make my very first lightsaber model, something kind of complex, but I liked how it turned out. Textures were showing up correctly, however it wouldn't show up ingame due to a lovely little error which read. R_LoadMDXM: models/weapons2/saber_first/saber_first.glm has more than 1000 verts on a surface (5557) Is there a way to fix this or am I gonna have to start all over from scratch? *grumble grumble*
  2. Who is that on the wall in the first screenshot? It almost looks like Jesus.
  3. Sorry, it's a crappy laptop.
  4. I did as you said, no change unfortunately, but I took a screenshot of the openGL info. Do any of those look like error messages?
  5. Yes, no luck I'm afraid. Done it, no luck either.
  6. None of the models have any shaders, I've never understood them really so I just delete all of them. I copied the base shaders into the modview base just to stop that one annoying error message.
  7. I tried the updated Modview, no luck. Provided this is the one here. http://jkhub.org/files/file/90-modview/ Also I've checked/unchecked all of the options in the View dropdown, no luck either. Highly popular models that I'm skinning. Specifically the female customization and HS Anakin (w/ Spanki Jedi Customization). I have tried with base jka, same result. I'm providing some screenshots of my view dropdown, if anything looks out of the ordinary, please let me know
  8. Which ones could be responsible for hiding the model? Also I'd be willing to try an updated version, provided Xycaleth is willing to share. HAHAHA! I wish!
  9. As far as I am aware, everything is up to date.
  10. For some strange reason, whenever I load up a model in Modview, the model itself is not visible. There are no error messages, it seemingly loads normally, apart from the obvious. I have tried re-downloading Modview, to no avail. All my pathing is correct, the skins for the model appear in the menu just fine, just that nothing is visible. Someone thinks it might be because of my monitor resolution; which is set at 1366 x 768. Any help would be appreciated.
  11. Anyone ever thought about remaking Slender: The Eight Pages (or Arrival) in JKA? Might be interesting to see if that was done.

    1. Onysfx

      Onysfx

      Well, there is an MBII map in the moviegamemappack based on it.

    2. Barricade24
  12. While I did vote for Episode 5, the movie that actually made me a fan for life was Episode 1. It was the first star wars movie I saw in theaters, and after seeing the duel, I was hooked.
  13. It worked, you sir are awesome. B)
  14. 512 x 512
  15. When I try to place a custom texture in a map, it pops up in the texture window just fine, it's placed onto a brush no problem, but when I play the map in game, the texture turns into the "texture not found" grey and white box, as if the texture doesn't exist, though a textures folder is in my base folder, and the file path should be correct. It's probably a problem with the texture image itself, but any help would be invaluable.
  16. @@hhunter6 changing the taunt anim in the .sab file to something more appropriate could work.
  17. It just says it's not safe and deletes it, no other warnings.
  18. I meant the .dll files and the .exe for openjk are deleted by Norton as it believes it's a virus as they do some mod-like things. I don't see how that's FUD.
  19. I must say I'm very impressed, I had no idea one could recreate the first level that well. Of course with limitations of the engine, only so much that can be done. Only complaint I have is with the mod installation. The files that require the mod to run properly, OpenJK related, come up as false positives with Norton so I had to make a .bat file to run the mod. Unfortunately this meant that the base game would run instead of the level, so I'd have to do the map command to get the map to run, and I'd end up playing as the default female twi'lek. Weapons work fine though. I recommend just using the base code to run the mod as not everyone can use OpenJK.
  20. If you want to make a quick buck, first you need the doe.

  21. Alright, go ahead and make JKHub some tutorials on scripting. We could use some more of those.
  22. You sir....are awesome. Here, have some awesome sauce
  23. I am fluent in BehavED (for the most part anyway). But a couple things I don't know how to do include changing the music. I looked over the source of the Deception Single Player Conversion, and just before the fight with the final boss, the music changes. Upon looking at the source files, I noticed one line. set ( /*@SET_TYPES*/ "SET_MUSIC_STATE", /*@MUSIC_STATES*/ "DM_BOSS" ); Looked over some other files, the music was set up in the same way a normal JKA single player map is done, separate music for a lack of action, action, leaving combat, etc. Only one file was in there, BattleMusic. But this music is not called DM_BOSS, nor put in a folder called such, could not see a script called such let alone any reference to it. So now I pose this question to you, my fellow JKHub peeps. How does one simply change the music in a map via BehavED (or some other mean) P.S. You don't need to spoon feed it fully to me, I know BehavED like the back of my hand, just tell me how to get the file to play as needed.
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