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mrwonko

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    Jack of all Trades

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  1. The order in which shaders are loaded (and thus override each other) is somewhat unusual, I don't really understand it, but if your pk3 currently comes after assets1 (alphabetically), try changing its name so it comes before, or vice-versa.
  2. That map uses the shader textures/mp/s_bespin (defined in mp2.shader), you need to change the first line of your shader to that (but keep the "skyParms" as they are).
  3. That looks like it was built as a replacement for the Bespin sky. I don't think the Bespin sky is included in Jedi Academy. What are you trying to achieve? Do you want to replace an existing sky? Or use this as a new sky for use in your own map? Either way, you'll have to change the "textures/skies/bespin" parts. The top one is the name of the shader, as referenced in maps. The one in the "skyParms" is theoretically the path to the textures that make up the sky, though in this case the later "map textures/AnimatedSky/skystars11" puts another image on top of that, so that should not matter.
  4. If it doesn't work on Blender 3, you're using an outdated version of the plugin. The latest version is available at https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly
  5. The version on this website is outdated, I have yet to get around to uploading the latest version (I want to do some more fixes/improvements first). I would recommend updating, because older versions may not work on the latest Blender and can lose vertex normals on import.
  6. To be able to use (any) Radiant, you need a .map file, but the game only ships with the compiled .bsp files. You may get better results by using SomaZ' BSP importer for Blender and then exporting from Blender.
  7. FYI the player.npc file you found is for the NPC version of the player used in cutscenes.
  8. When you are playing the map, you can use the console command "mapname" to find out the name of its bsp. I don't know how to find out which pk3 file it's in, though.
  9. The problem is not the Blender version, but the plugin version. Older versions of the plugin do not import normals. Use the latest version from here.
  10. In principle, adding support for new video formats should very much be possible, but nobody has done it yet, to my knowledge.
  11. I don't know why your counter is off by one (I guess something unexpected targets it?), but I can explain the "cm_inlinemodel: bad number". Triggers are brush entities, i.e. their volume is represented using brushes, which get compiled into "inline models", i.e. brush models baked into the bsp file. Entity modding keeps these unchanged, and on this map there seem to be 166 of them (*0 to *165). You can reference existing ones, and move them around, but you can't add new ones, at least not with the existing tools.
  12. Limitations stimulate creativity, could make for a fun contest. But 20 brushes seems extremely low. How about 42 or 69?
  13. Works for me in EternalJK MP. But you should use slashes ("/") instead of backslashes ("\") in the .sab file.
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