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Lord Grievous

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Everything posted by Lord Grievous

  1. Is OpenJK stable and feature complete enough to play the JO/JKA singleplayer campaigns?
  2. I installed the latest version of these plugins (from GitHub) in Blender 2.80.75 and they show up in the addons and are enabled. But they don't show up under the import/export menu. Any suggestions? EDIT: I got it working by manually copying the folder to the Addons
  3. How is support for terrain patch meshes coming along? Could you add vertex coloring/alpha blending to the terrain tools? Does it support 3ds Max 2017 also? Thanks again for making this EDIT: Maybe you could take some inspiration from the http://dev.wallworm.com/ tools?
  4. Hi, I was thinking about using Call of Duty Radiant (World at War version) for Jedi Academy mapping. Because it has better terrain editing and integrated texture blending tools for patch meshes. I understand that some of the CoD specifics won't work with JA, like entities and and higher graphical features. But I suspect that the low level brush/patch mesh format is still the same as Q3? Has anyone here tried or know of this ability? Or does anyone have CoD radiant and wants to try this out for me, before I buy a game solely for the editor This would be very interesting if possible because I could make my terrain patch and texture it with alpha blending in the same program. I wouldn't need to use other terrain tools anymore, and could just import the terrain into GtkRadiant for JA. Thanks on advance!
  5. Hi, I'm trying something new in blender to enable a type of "UnrealEd 2d shape editor" workflow. I drew the outline of a hallway section with both straight and curved bezier lines in Blender, then extruded this to make it 3D. https://imgur.com/a/7Pin3su I worked on the grid where possible (except the vertices of the bezier curve), I set blender's grid size the same as Quake3 and used snap to grid. But when I try to export it as a .map patch mesh and open it in GtkRadiant it's always missing the top faces of the curved bezier. I've tried exporting it both as quads and as tris but it makes no difference. I would really like to get this working because curved patch meshes look better in Quake3 lighting compared to curved brushwork. Can anyone help me with this please, or is it already know that bezier curves don't work in patch meshes? Thanks on advance EDIT: I just tried it again with only straight bezier lines and exported is as a tris patch mesh and now it shows up correctly.
  6. I have this one: https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
  7. I've been going over some of these files with notepad and I found a few strange tidbits: A patchmesh created and textured in gtkradiant and saved as a .map file has this to define its texture: patchDef2 { yavin/ground But a terrain created in blender and exported as a JA patchmesh with the .map extension has this as its texture: patchDef2 { system/physics_clip Presumably the physics_clip is to make it its own collision mesh, but since each face/triangle can only have one texture on it this would make it impossible to add another texture to my terrain! Am I missing something here? EDIT: Or is there a way to attach the physics_clip collision property to my regular texture?
  8. Check my post menstrual stress JK (just kidding not jedi knight ) BREAKING NEWS: I managed to get a textured .ase file in gtkradiant! I triangulated the mesh first, exported as .ase and then edited it with notepad to reference the texture that I made. Obviously it's just a single texture and I haven't optimized the mesh, but this is definitely good progress. I'm not very familiar (at all actually) with idtech3 shaders so I can't do fancy texture blending yet Still, it's imported as a model instead of a patch mesh. I do think that is the better way of doing things so @@AshuraDX if you could help me out that would be awesome
  9. @@Ramikad: thanks I'll keep that in mind @@AshuraDX: Yeah I meant it has to be in the models folder or it just shows up as a box in gtkradiant, now I can preview it in editor. From what I've read so far I'd very much prefer the patch mesh method for terrain. BTW, I send you a message AshuraDX Thanks for all the help so far guys!
  10. Okay thanks for the replies guys I'll contact SomaZ to see if he has a solution. Also, I've been thinking about exporting the terrain as .ase but I don't know if this has any downsides compared to patch meshes. As far as terrain is concerned, what is too much faces/tris to use? EDIT: doesn't md3 have a size limit of 512units from the origin? This means the terrain can only ever be max 1024*1024 if I understand it. UPDATE: I finally realized you have to place the .ase model in the models directory
  11. Thanks! I'm still trying this with blender but with mixed success I can get a softly shaded wireframe of my terrain in gtkradiant, and it appears there are two quads missing even though I selected everything: Can I just add ground textures (yavin grass for example) to my mesh, and is there a limit to the amount of quads? On a same note, do I have to triangulate the mesh before exporting or does the engine do this automatically? EDIT: @@AshuraDX, could you tell me how you texture the patchmesh and export it because I can't find any info on this. Every tutorial is about texturing and exporting a finished model (md3/glm/ase) for immediate use in the game. But a patchmesh is just an intermediate model for use in the editor as far as I understand it. I've been trying all night but I just can't get my textures to show in gtkradiant.
  12. Thanks EDIT: only problem is that he exports to md3 which has a max size of 512units from object origin. So maps in md3 can only be max 1024*1024 size if I understand correctly. Thing is, the JO/JA export plugins also allow exporting as a patch mesh (.map), I was kinda hoping that I would be able to model my terrain in blender and then export as a patch mesh so that gtkradiant recognises it as if it were created within gtkradiant.
  13. Hi guys, I've recently started mapping for JO/JA but I have a few questions: 1) what is the max map size for these games? And is this the same for OpenJK? 2) can you have a day/night cycle and other skybox effects like lightning as in Star Trek Elite Force 2? 3) I'm doing my terrain creation in blender since I don't like the other methods. Now, when I export it as a patchmesh (.map) it does show in gtkradiant but only as a soft wireframe. What texture/material settings do I use in blender for it to show in game/editor? 4) as for the exported patchmesh, do I need to set collision or is this automatic for patchmeshes? Thanks on advance!
  14. Really? I always though it uses vertex deformation Well ahem, good work then
  15. Would love to see that code adopted by OpenJK
  16. I'm certainly no expert on this, but isn't the whole point with these physics libraries that you can easily integrate them instead of building it all from scratch? Although I understand that this certainly wouldn't be a cakewalk, and the team might be stretched thin to implement as it stands, but maybe this option could still be looked into when the project is more stable? Also, I didn't know of the previous effort you mentioned, is there any hope of salvaging that work or was it a dead end? Thanks for the quick reply
  17. On the same note as my previous topic, will OpenJK include a physics engine like Bullet for example: http://bulletphysics.org/wordpress/ I think it would be great to have a decent physics engine for these games, it doesn't have to be ultra real, something along the lines of the HL2 games is sufficient. But it would allow for some awesome force power effects, explosions, better vehicle support and physics puzzles. Sorry if this has been asked before, but it definitively seems a question worth asking
  18. Okay, thanks for the clarification. For now I'm just gonna start my mod on OpenJK, and either the Rend2 renderer finishes at the same time as my mod, in which case I'll stick to OpenJK. Or, I'll use the Hammuer plugin to convert my maps to UE4 and have to code in everything else EDIT: Concerning Rend2, can someone explain to me why they have a separate SP/MP branch of the renderer? Shouldn't the renderer be indifferent to the gameplay?
  19. This site seems to have quite a bit of info on the tiki format: http://ritualistic.chrissstrahl.de/games/ef2/gdkdocs/content/fakk2_tiki.html I didn't mean to implement all those features, but when comparing it to the proposed ghoul3 format it does have quite a bit of overlap Personally I would love to have this new model format support skeletal animation, as I understand it, this would allow for more complex motion without distorting the mesh. Also, I assume that the wrinkle maps for the ghoul3 model are there to avoid clipping issues with clothing? Looking forward to this new format!
  20. Actually, it would be great if this new Ghoul3 format could be based on Ritual's Tiki format from Star Trek Elite Force 2. TIKI Model SystemBuilt-in scripting on a frame-by-frame basisClient-side and server-side scripting reduces net-transmission of effects4-part character state system for independent control over eyes, head, torso, and leg orientationsLow memory footprint Skeletal Animation SystemBone support for attaching other models or effectsVariable playback rates for animationMovement deltas determined from animation eliminates skating of actorsSupport for movement driven animation (player speed controls rate of animation)Improved lighting model correctly lights models from light sources around him rather than at his feetReal time interpreted player state system.Single skin weighted mesh (deformable meshes)That would add enough modern features to make JO/JA last another decade
  21. Hi, I've been following this project for some time now and I'd like to thank those people who are doing their best to keep these games alive! I also know that there is a separate project in development for a new renderer (Rend2), but since it's being developed by a single person (mostly) it will take a very long time to see it completed. As I understand it the new renderer isn't yet feature complete, only works in multiplayer and isn't very stable. Has anyone considered using the http://www.ogre3d.org/ engine as a replacement render pipeline in the OpenJK project? It has all the features you'd expect from what I can tell and it's already developed and stable. Not to mention open-source and free. It seems a bit silly to spend years to develop something if a free alternative already exists. As long as we don't have a new renderer with modern features like normal maps/specular maps/real-time lighting & shadowing etc.. these games will drift further into obscurity Please don't take this suggestion as a way to bash your work, I'm happy that this community is still alive. But I really want to start a new Jedi Knight modding project again, and right now I'm looking more towards using the idtech4/Source/UE4 engine because they are modern stable projects. They have physics support, better AI support, skeletal animation (!) and are easier to develop on (especially UE4). On the other hand this would mean doing a lot more work like coding in all the NPCs/lightsaber combat/ etc.. whereas the OpenJK project together with GtkRadiant have full support for modding these games with all existing features. I really do think that the Quake 3 engine is still a very nice looking engine, and after all, good gameplay is just as important. But the base graphics are beginning to look old. Having a new renderer would be a huge step to bring this game back into people's hearts EDIT: On a side note, would it be possible to integrate some parts of the Doom 3 source code into this project? Both are open-source so legally it wouldn't matter. Maybe if we could integrate the D3 renderer into OpenJK?
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