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  1. Just to clarify, you've added a player model, not a weapon model, right? GLM uses so-called "Tags" to represent locations on the model like where it holds weapons, they're represented by special surfaces. You can check them using the ModView tool from the SDK. It's usually easiest to copy them from an existing model. What software do you use?
  2. Did you read the pdf manual that comes with the exporter? It should explain model_root_0.
  3. The lightgrid is a 3D grid throughout the map that stores the light brightness/color/direction at each grid point, which is used for dynamic lighting e.g. on first person weapons. I suspect you can use the system/lightgrid shader to define the extents of that grid, but I don't know for sure.
  4. If I remember correctly, this can also happen if you have any vertices/edges that are not connected to a face. Cagelight modified the exporter so you no longer have to split at UV seams, you should try his version: https://github.com/cagelight/jedi-academy-blender-suite
  5. I don't know. Possibly, though I would've guessed it's the glm.
  6. As far as I remember, you'll need two versions of the weapon, a GLM for third person, and an MD3 for first person. You can use the MD3View / ModView tools from the Jedi Academy SDK to look at existing models for reference, there'll be tags that define e.g. where the weapon is held. It might be easiest to import an existing weapon as a base for a new one.
  7. misc_model_static doesn't support ASE. Basically anything where the model is loaded by the game only supports MD3 (e.g. misc_model_static, misc_model_breakable, anything using the model2 property), but since misc_model gets embedded into the BSP by Q3Map2, it supports additional file types. (Fun fact: this means you don't need to ship the model with your map!)
  8. Search for a tutorial on skeletal animation in Blender, I don't remember where exactly the button is right now. I think it's a "record" button? But be advised that translation of the entire model is not supported by gla. You need to enter pose mode for the skeleton, and then animate individual bones. (Those you can translate freely.)
  9. I think you can check the name of the current map using the console command "mapname". You then know what BSP to check (open it with a hex editor) to find out the Alora NPC they used. If it's the same one as on Hoth, you'll need to modify the map to use a different one. You can either edit the BSP's entities, which is somewhat tricky but there should be tutorials, or you can decompile the map's scripts (there's a tool called DevaheB for this), and adjust them to change Alora's player model that way.
  10. The different extension means you've done a 64 bit build. That's not really a problem, but it will only work with 64 bit versions of the ui, game and cgame dlls. I can't tell what exactly the reason for the error is. Try debugging the application.
  11. My jk3files archive contains one file co-created by "The Punisher".
  12. Ideally from a legitimate copy of Jedi Outcast (it should be in the assets0.pk3, I think), though I imagine the demo should also include a version of it that would work.
  13. No, Jedi Academy doesn't support localised gravity changes. But as a fan of Prey I've also thought that this would be a cool new feature to mod in some day, just like the portals in Prey. Maybe I'll get around to it in a decade or two.
  14. Originally this was only used for mouse droids, right? Those can't attack, so chances are that attacking simply isn't supported, but you'd have to check the source code to know for sure.
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