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Everything posted by mrwonko
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Blender - Mega Man Droid project (Update - See latest post)
mrwonko replied to Double_Zecha's topic in Modding Assistance
There are different ways of weighting models, but they're not specific to Jedi Academy. You can look for general advice on how to do weighting in Blender, the only important thing is that it needs to be done using an armature. I would not start by assigning individual weights using vertex groups. For a rough first pass, bone envelopes should provide a more convenient workflow. Weight painting would then only be used to further refine the result. But this is not my area of expertise, I know just enough to get something working, but probably not efficiently. -
Blender - Mega Man Droid project (Update - See latest post)
mrwonko replied to Double_Zecha's topic in Modding Assistance
That error should not happen, can I see the .blend file that produces it? -
Blender - Mega Man Droid project (Update - See latest post)
mrwonko replied to Double_Zecha's topic in Modding Assistance
I'm not aware of a concrete overall vertex limit, but performance will suffer eventually. Try to stay close to what the original models use, this will both help keep things smooth and improve visual cohesion with the base game. Typically, caps are hidden until dismemberment. But I'm not sure if that's hardcoded, or if models explicitly mark these cap surfaces as initially disabled. If it's the latter, you should be able to have caps that start on. Or just don't give them the magic cap names, just make them "regular" always-on surfaces. Having a cap that doesn't behave like one would probably just be confusing to anyone examining the model. -
Blender - Mega Man Droid project (Update - See latest post)
mrwonko replied to Double_Zecha's topic in Modding Assistance
You should not need to hex edit your models. Just make sure that when you unpack the original files, you keep all the paths intact, so that _humanoid.gla ends up in WhereverYourJediAcademyIs/GameData/Base/models/players/_humanoid/. Then you can refer to it as models/players/_humanoid/_humanoid.gla in the export settings and the game will be able to find it. -
Take a look at and let us know if you still have questions.
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Sounds like something that needs to be fixed in the game's source code. Or you can limit your FPS.
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SWTOR models are causing game to crash
mrwonko replied to DarthValeria's topic in Modding Assistance
Usually, collisions e.g. with lightsabers are calculated using a lower LOD (I think 2) to keep them reasonably cheap to calculate. Since the model doesn't have any LODs, the calculations become too expensive, they need too much transform space, which has a hard limit. Some custom engines may raise this limit, which could be why you had no problems before? Either way, I would recommend giving the model LODs 1 and 2 which are roughly in line with the vertex count of vanilla models. -
- 22 comments
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- JKHub Exclusive
- NPC Support
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(and 2 more)
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Can you share a pk3 with everything required to reproduce the issue?
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Clear out the skin setting in the import dialog when importing glm files without skins.
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How to prevent saber staff NPCs from using fast style?
mrwonko replied to RebornKyle's topic in Modding Assistance
What exactly is the bug? Do NPCs sometimes turn off one blade to use fast style, or do they use fast style with both blades extended? -
Possible to have multiple opening crawl files? In OpenJKA
mrwonko replied to RebornKyle's topic in Modding Assistance
The way I remember it, the title crawl comes from a single image file, which is hardcoded, and it only plays before one specific level. So there's no way to combine multiple mods with opening crawls without modifying the code. Keeping each mod in its own mod folder is probably the easiest way to handle it. Restarting the game to change mod is not so bad, and helps avoid other potential incompatibilities between the mods as well. -
Is it possible to adjust weapons behaviour in a mod?
mrwonko replied to Cellprocesses's topic in Coding and Scripts
If you're on Windows using Visual Studio, there's a dropdown to select the type of build to perform, I think typically in the top bar. If you're on Linux/Mac using make, I don't know. -
Is it possible to adjust weapons behaviour in a mod?
mrwonko replied to Cellprocesses's topic in Coding and Scripts
There are a lot of assertions that you can run into when running a debug build. If it's a new one caused by something you added, it's worth understanding why, but don't worry too much about the ones that already trigger. Just do a release build and they'll be ignored, that's how Raven "solved" the issue, too. -
It doesn't come with an official Linux/Mac release, but the tool is written in Python, so chances are you can get it running without too much trouble. These are done using the scripting language Icarus, which is typically written using the behavED editor that comes with the JKA SDK. The compiled .ibi versions of the scripts can be found in the scripts folder, and they get referenced by the map by using target_scriptrunner or by setting the spawnscript/usescript/...script property on an NPC. There's a tool called DEvaheb for decompiling .ibi. The menus don't use Icarus, they use an extended version of Quake 3 Team Arena's .menu files. For level selection, there's a bunch of hardcoded logic in the engine related to storing progress in a cvar and retrieving it again, but I'm not familiar with the details. I don't think anyone has generalized it for modding yet, but it would be a good idea. Same for the force selection menu. I think you can just use force sight to get the dodge ability yourself.
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Removing seams on the textured from moved vertices
mrwonko replied to Torki's topic in Modding Assistance
What do you mean by "mark"? Are you referring to the sharp shadow? Lighting is based on normals, if there's a seam at that point you may want to merge the involved vertices or align their normals for smooth blending. -
Removing seams on the textured from moved vertices
mrwonko replied to Torki's topic in Modding Assistance
Look for Blender UV Mapping tutorials, it should be fairly easy to fix once you know how. -
There's a limited bsp editor in the files section, though I think the version on GitHub is newer. It cannot change the level geometry, but you should be able to edit the enemy placements. I believe you cannot increase the number of selectable levels per tier without coding, but it's probably possible to insert additional levels in the multi-level sequences in-between (Hoth/Vjun/Taspir). You can also replace existing levels entirely. Look for a target_levelchange using the bsp editor, that should define which level to load next, or if the game should go back to the level selection.
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Is it possible to adjust weapons behaviour in a mod?
mrwonko replied to Cellprocesses's topic in Coding and Scripts
It could be implemented, but it's probably outside the scope of the OpenJK project. I think some multiplayer mods like Jedi Knight Galaxies have explored the idea before, but I'm not aware of anything for singleplayer. -
OJPEnhanced .bat to .sh Steamdeck Launch?
mrwonko replied to ImperialRemains's topic in Modding Assistance
I believe "start" just launches a program in the background, it's used so the .bat doesn't cause a command line window to stay open while the game is running. The shell equivalent is putting a & behind the command, but you probably don't need that when launching through Steam. The "+set fs_game ojpenhanced" are arguments sent to and interpreted by jamp.exe, which are the same on all operating systems. I understand that you're trying to run Windows binaries through Steam/proton, but if you were using native linux binaries instead and not running through Steam, the equivalent shell script would look like this: #!/bin/sh ./jamp +set fs_game ojpenhanced & Note that linux binaries don't end in .exe, and you have to prefix them with ./ because the current directory is not part of the search path for safety reasons. But for this you'd need a linux version of both jamp (or one of the sourceports like openjk) and OJP Enhanced. I'm not sure if OJP Enhanced provides pre-built linux binaries, or even builds on linux at all. Since you already have it working through Steam, I wouldn't worry about it, unless you encounter bugs. -
Please don't ask the same question in two different places. I have no solution, I don't use Unity.
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For the life of me, this model just won't work
mrwonko replied to bigphil2695's topic in Modding Assistance
You're using an outdated version of the plugin. The latest one is for Blender 4.1 and shows the more helpful error message "loading LOD 0 from Blender: could not load surface l_leg: Surface has invalid vertex: Could not retrieve vertex bone weights: l_leg_0 has no armature modifier!"