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Everything posted by mrwonko
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info_null is only visible to the compiler q3map2, which removes it so the game never sees it. It thus does not count towards the in-game entity count, but cannot be used by the game, either. It's useful for things like defining the direction of a spotlight, which is calculated by the compiler. In theory, the compiler could do something similar for fx_runner, because its direction can also be defined using the "angles" property, which q3map2 could theoretically derive from its target. In practice, it's the game that derives the angles from the target, so you need to use an entity that is not stripped out during compilation, like info_notnull or target_position. Or you can create a patch for q3map2 that enables it to target info_notnull.
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Oh, if the .map is included, it's probably simpler to edit that using NetRadiant Custom and recompile it instead of trying to edit the entities in the .bsp.
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There are different ways to do it, but typically a wave of NPCs will use their npc_target property to use a target_counter on death, which counts up to the total number of enemies in the wave and then triggers the next wave. If that's the way it's built, you'll have to edit the entities in the bsp file, for example using
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NPC BehaviorState is broken on LINUX SDK
mrwonko replied to Aldro Koon's topic in Modding Assistance
Sounds like a bug in the code. Since the code was never released, I don't think it can be fixed. Have you considered trying JA++ instead? -
Need help with weights / vertex groups with model.
mrwonko replied to AntenniOSolo's topic in Modding Assistance
How about sharing your solution, so others can learn from it? -
I'm not entirely sure if you need a shader to get correct lighting for the model, maybe not. On export, every vertex can only have one UV coordinate and one normal. So if you have sharp edges or UV seams, the vertices along them will get duplicated automatically on export. You can re-import the exported glm to see the result. To get around it, manually split the surface in question. Ideally aim for less than 500 vertices per surface after exporting, because dynamic shadows cause the limit to be halved.
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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.
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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.
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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.
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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. -
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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.