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About mrwonko

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  1. It's possible, but it will require programming. You'll have to find the code responsible for the disruptor disintegration, and re-use the relevant parts of it for lightsaber kills.
  2. In principle, 7zip should also work, but you have to be careful not to create a .7z file, it has to be an old-school .zip. But if Pakscape works for you, it's probably easier to simply stick to that.
  3. You cannot move the bones, all player models share the _humanoid skeleton and have to conform to it. Besides, you don't need to move bones to attach the model to them, you need to weight the model, i.e. define which vertex is affected by which bone. Since this needs to be quite precise for facial animation, weight painting may be the best option.
  4. So what exactly are you looking for? If you just want to create some NPCs to battle against, you can use the "npc spawn" cheat.
  5. Turns out this was already fixed in 2020, you must be on an older version of the plugin. The version on jkhub is used to be outdated, you can find the latest one here: Release nightly · mrwonko/Blender-Jedi-Academy-Tools (github.com)
  6. Make sure the name of your pk3 comes alphabetically after assets6.pk3. If it's something like "alternatekyle.pk3", it will be overwritten by the original assets instead of the other way around.
  7. In the Ghoul 2 properties, I don't think the name is supposed to end in _0. Compare that one to a working model to check. Usually the _0, _1 etc. suffixes are only there to disambiguate the objects, but all LODs have the same G2 name with no LOD suffix.
  8. The importer only supports one .skin file at a time, and it does not auto-hide surfaces marked as "*off". You'll have to manually combine the .skin files into a single one, and then manually hide/remove all undesired surfaces.
  9. Yeah, apparently time.clock was removed in Python 3.8 and Blender must have updated to that version (or newer) now. The add-on needs to be adjusted accordingly. I hate it when programming languages just randomly decide to break your program in a new version...
  10. I currently do not see the connection between the title of this thread and your message. Please describe in more detail what steps you have performed. How do you merge glas?
  11. No, you cannot change the lightmap using entity modding. The only way to get rid of it is to use a fullbright shader that ignores the lightmap, but a) that's going to look terrible and b) there probably aren't any existing fullbright shaders for the textures you want to use, and you cannot add new shaders through entity modding.
  12. I don't know of any, and if there were any, I wouldn't want to use them. I appreciate the Discord having different channels I can mute individually, to recreate that with telegram you'd need dozens of chats that people have to join individually. Just fix your Discord?
  13. Check the manual, you need to unpack models/players/_humanoid/_humanoid.gla and either have the files in GameData/Base or manually configure the base path on import.
  14. Does the underwater fog still work? I assume the blue character is related to that somehow, since it's also blue. bespin/water2 has fogparms configured to give it that blue fog, while caulk_water does not configure any fog, so I'm not sure which takes precedence when you mix both on a brush.
  15. Yes, it's a known bug in 1.4 that the native save dialog is broken since Vista or so, and the other one requires you to manually add the extension. But I fixed that in 1.6, which to my knowledge is no less stable than 1.4. However, nowadays many mappers swear by NetRadiant Custom (NRC).
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