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Dusty

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Everything posted by Dusty

  1. Will do if I can't find any shader issues. This would make the most sense... hmm... the two models are both already in the game files, one is the Reborn Master the other is an MB2 model that I didn't explicitly add, but I re-organized. Perhaps I messed up the paths to some shaders that are necessary. That would explain some parts of the models working and not others...
  2. Icons all match their skin files. When I say MB2-specific issues I mean that, the models in the modelviewer are textureless, but this same situation would exist in base JA in the character-customization screen. Also, I notice in some .skin files they refer to their textures as .tga files even when they're .jpg files. I already tried switching the extensions in my .skin files but it didn't seem to make a difference...
  3. So I'm working on some models... however the icons don't show up at all, plus other MB2-specific problems (like no textures in the class point menu model viewer, but everything displaying fine ingame?!). I can't figure out what I did wrong looking through the files. The skin files seems to be in order, the model.glm is in there, the icons are named correctly... no error messages in the console in-game... what could be wrong?
  4. Also is this a port or a unique skin?
  5. Hey would you mind if this was put into MBII?
  6. Would you be willing to allow this to be used in MBII and/or my SP mod?
  7. Dusty

    Greedo

    Would you allow this to possibly be used in MBII?
  8. Would you be willing to let this be used in MBII?
  9. I dunno, the textures look weird to me.
  10. Very nice! Could I include this in my SP mod?
  11. Dusty

    DEvaheb 2.0

    Well DEhaveb doesn't work very well... you have to rebuild most of the scripts...
  12. Beat, but at least I have a conclusion, and I didn't know having too small rects could be an issue. Thanks guys!
  13. Item_align_right, the only way to get vertical columns to look smexy and even... They just don't align evenly, even if the text align and rect x positions are identical. Have a look around the MB2 options/setup menu in the main menu and you'll see exactly what I mean.
  14. ^Topic title says it all. In a ui menu text never seems to align properly when the textscale is below 1. At 1 it works fine. What gives?
  15. I feel like these menus should be a cheat option, what you guys think?
  16. ^Yes, I'm using VS 2010. I'll post screenshots in a bit to give you guys a better bearing on how I have it setup so you can see where I went right/wrong perhaps and what the errors are.
  17. Thank you guys
  18. I feel like the instructions get very ambiguous at this point. It just says "Get CMake", which I'm assuming I did correctly even though I have no idea on anything about it. I downloaded the exe type jimmy and installed it and I have the zip file that has the dependencies or binaries or whatever. Now I'm trying to use it to make me a solution file, at the step where the compilation guide says "run cmake.. in the /build folder." I'm getting lots of errors there, with no obvious solution... Can anyone help me get started/point me in the right direction?
  19. What do all the different headers mean? Such as "g_", "bg_", "q_". I'm guessing g_ means server side, c_/cg_ means client side, and q_ is related to the q3 engine? As it pertains to single player, what's the difference between server side things and client side exactly?
  20. How do I track these down in the code? If a menu item in a .menu file has a hard-code reference such as "ownerdraw 236", how would I track down where that's point to in the code exactly? Well, I found it just now, searching "236" seemed to do the trick, and I also noticed the comment in the file saying "UI_ALLMAPS_SELECTION" seemed to be right next to it.
  21. It looks fine in JK2 I think...
  22. So I'm looking at this, seems like an interesting idea. Is this mod mostly cosmetic? (I'm thinking it may not conflict with mine too much if this is true, if a user wanted wanted to have both installed) And in SP, I tried changing the staff saber-off animation, but since the one I used was shorter than the default it didn't seem to like that causing my anim to replay one and a half times through .
  23. Even better we could just cheat and have redsaurus turn off the upper body anims for those animations, making them use the saber style's stance like in JK2.
  24. Why are IRC channels always so slow? :P

    1. eezstreet

      eezstreet

      In order to IRC, you must master the art of idling.

    2. Dusty

      Dusty

      Is it possible to learn this power?

    3. Astral Serpent

      Astral Serpent

      Leave IRC client open

       

      See if you got highlighted every few hours and reply.

  25. ^Why thank you sir! Hopefully I can help a little bit, once I get OpenJK set up for compiling, and I can search out and show you some of the parts of the code that's related to what I want to change.
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