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Everything posted by mrwonko
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How do you make extending drawbridges, ala Deathstar?
mrwonko replied to OCD2's topic in Modding Assistance
You also need to enable "toggle" on the func_door to prevent it from closing again after a couple of seconds. -
You don't want to split every single edge, that's an enormous waste of vertices. Which version of the exporter are you using? There's a newer one by someone else that doesn't require you to manually split meshes at UV seams.
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Which version of the exporter are you using? There's a version that builds upon mine which works in newer Blender versions and removes the need to manually split meshes at UV seams.
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You can probably understand not wanting to have your email address online ? I've edited your email addresses out of the readmes of every file with your name attached, you may need to reload the pages before seeing any change if you've opened them previously. I didn't (and can't) edit it out of any readmes potentially included in the downloads, I could only remove the download from the index entirely. Do let me know if you want me to do that.
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Gtk Radiant Texture Bug With Large Open Maps
mrwonko replied to ArchAngel's topic in Modding Assistance
Things that are too far away won't be drawn, leading to this effect. I think there's some way to change the distance, adding some property to worldspawn, but I don't remember the exact name. Something along the lines of cull distance or far plane distance maybe? -
Gtk Radiant Texture Bug With Large Open Maps
mrwonko replied to ArchAngel's topic in Modding Assistance
Is this in radiant or in the game? -
Maybe your radiant is set to multiplayer mode in the project settings.
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Area sounds like area portal to me, are you using those?
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FWIW there should also be an example ctf map.
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Check out the siege example map for team-specific triggers.
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The _off suffix is just a side effect, the actual off flag that you need to turn off is in the ghoul2 properties in the object tab in blender. Hex editing would be preferable to importing and re-exporting though, otherwise you'll lose the normals and this probably introduce lighting issues.
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**OFFICIAL** Dark Forces Mod revival topic
mrwonko replied to Teancum's topic in WIPs, Teasers & Releases
That's perfectly fine, as long as they provide the source code to anybody who buys it (who then in turn are entitled to sell it themselves, or give it away for free). -
How do I overwrite models/map_objects textures?
mrwonko replied to MusicForThePiano's topic in Modding Assistance
misc_model gets baked into the BSP, so changing it afterwards won't affect those maps without recompiling them. You could go the other way and change the playermodel's paths though. -
How do I overwrite models/map_objects textures?
mrwonko replied to MusicForThePiano's topic in Modding Assistance
Also keep in mind that for your pk3 to overwrite base files it has to be alphabetically after the assets pk3s. -
Make sure all but one of the sides of the areaportal are system/skip
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Weird shading on models exported from Blender.
mrwonko replied to Arth's topic in Modding Assistance
I know what you meant, but it won't export if the vertices are welded but the UVs are not. -
Is there an area portal?
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What custom saber is this? There's no reason a custom saber should automatically be shorter as they are all treated the same by the game, so my guess is that either the .sab file specifically defines a shorter length or else the distance between the tag that defines where the saber is held and the one that defines where the blade starts is shorter.
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Weird shading on models exported from Blender.
mrwonko replied to Arth's topic in Modding Assistance
You can't export welded UV seams, sadly, so it's often impossible to fix. -
If it's just a new player model, you don't need the animation at all, so you should have no problems importing the skeleton.
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The Jedi Academy plugin suite for Blender includes a gla importer, though I wouldn't recommend importing all animations with it - 30000+ keyframes are slightly more than Blender can comfortably handle and last time I tried the import took forever. You can import only a specific range instead.
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Weird shading on models exported from Blender.
mrwonko replied to Arth's topic in Modding Assistance
Unfortunately the import isn't lossless - normals are lost, and I'm not even sure Blender supports custom normals, so maybe there's no way to fix this...