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About mrwonko
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Jack of all Trades
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OpenJK is not for modding, it's for playing. I referenced its source code because it works the same as the original Jedi Academy. Here's what I learned from reading the source code: For an NPC to be able to grab, it needs to have class CLASS_KYLE in the .npc file (only Kyle-class NPCs are allowed to grab) use weapon WP_SABER (you have to be a Jedi to be able to grab, and the only way for a Kyle-class NPC to become a Jedi is to wield a lightsaber) have spawnflags 1 enabled (on NPC_Kyle, that is the "Boss" flag. Only the boss version is allowed to grab.) have an animation for BOTH_KYLE_GRAB, and optionally for BOTH_KYLE_PA_1, BOTH_KYLE_PA_3 & BOTH_KYLE_MISS (to be able to successfully grab someone, you need to be in the BOTH_KYLE_GRAB animation. The rest is played during the grab or when it misses, and are technically not required). Note that the player will always play the same reaction animation.) All player models using the _humanoid skeleton have such animations. So you need to write a custom .npc file with the correct class and weapon, use an npc_spawner with spawnflags 1 to spawn it in a map, and it needs to use a model with a grab animation. Spawning it using the console is impossible, as you cannot set spawnflags 1.
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mrwonko liked a post in a topic: Can you apply the disintegration effect to lightsabers? If so, how can I do it?
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Maui liked a post in a topic: PK3 put inside Base folder isn't being loaded (JKA)
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PK3 put inside Base folder isn't being loaded (JKA)
mrwonko replied to TheFoxTrotte's topic in Modding Assistance
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. -
Needing Help With Making Character Have Facial Movement
mrwonko replied to WhiteSaber's topic in Modding Assistance
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. -
Is there a mod to practice light saber duels with NPCs?
mrwonko replied to Xoxx's topic in General Modding Discussions
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. -
mrwonko liked a post in a topic: Blender 4.0 error with importing GLM files
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bigphil2695 liked a post in a topic: Blender 4.0 error with importing GLM files
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Blender 4.0 error with importing GLM files
mrwonko replied to bigphil2695's topic in Modding Assistance
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) -
PK3 put inside Base folder isn't being loaded (JKA)
mrwonko replied to TheFoxTrotte's topic in Modding Assistance
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. -
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.
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Import player model to Blender - question about skin names
mrwonko replied to Jedijedi's topic in General Modding Discussions
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. -
bigphil2695 liked a post in a topic: Blender 4.0 error with importing GLM files
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Blender 4.0 error with importing GLM files
mrwonko replied to bigphil2695's topic in Modding Assistance
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... -
How do i select the root pose as the first frame in Blender?
mrwonko replied to Piaujeymer's topic in Modding Assistance
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? -
mrwonko liked a post in a topic: Help with entity modding lighting please!
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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.