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Everything posted by mrwonko
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Battlefront(2004) map in MD3 to GTKradiant 1.4
mrwonko replied to Javitolo98's topic in Modding Assistance
No, it would be a model. You'd probably have to export it as multiple models - things with large triangles like the terrain can be automatically clipped with spawnflags 2 while the more intricate geometry would have to be hand-clipped. -
Battlefront(2004) map in MD3 to GTKradiant 1.4
mrwonko replied to Javitolo98's topic in Modding Assistance
.map export in Blender won't give you very good results. MD3 has limited dimensions so it won't fit a whole map, but you could maybe try .obj or .ase. -
Care to elaborate a little?
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**OFFICIAL** Dark Forces Mod revival topic
mrwonko replied to Teancum's topic in WIPs, Teasers & Releases
Looks like the XL Engine source code is available so that seems like a good place to look for information on the level format. Should allow a programmer with some time and interest to write a converter... -
I would've also used a "shadow map", though it could be rendered in realtime to allow dynamic objects to stop rain and to account for changing wind.
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Ask me anything about the Jedi source code
mrwonko replied to MGummelt's topic in Coding and Scripts
Talking about modern C++ - have you been keeping up with the changes? What excites you, what are you looking forward to? Personally I'm in love with move semantics and eagerly awaiting concepts, modules and opaque typedefs. (Not really related to JK I guess, but I'm curious.) -
nuff said
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Ask me anything about the Jedi source code
mrwonko replied to MGummelt's topic in Coding and Scripts
Nice to see you around here, I vaguely remember pestering you about releasing JA's source code a couple of years ago -
If memory serves there's a flareshader key or some such on lights.
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Blender .GLM exported character not working
mrwonko replied to T.Zealot's topic in Modding Assistance
I don't think the model_root objects themselves are exported, only their children, but I'm not sure. -
I don't think antiportals are one-way... Generally the windows being curved is probably an issue.
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Is a space skybox sufficient? In that case just put a wall with a skybox texture there. Based on my understanding of bsp, what you're asking for is also possible in vis - in theory at least. I think the format distinguishes between leaf x can see leaf y and leaf y can see leaf x. I'm not aware of any way to make q3map2 generate such visdata though.
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I'd guess 2^31-1, but I don't know for sure.
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Or perhaps someone else could.
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I suggest asking some actual blender users, on a blender forum or chat. I'd have to see the problem in person to investigate this, but I really can't be arsed... It's not a priority for me any more, there's only so much tutoring you can do before you tire of it.
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Just check you're not on an RP server where unprovoked attacks are frowned upon.
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func_door with several buttons at the same time
mrwonko replied to afi's topic in Modding Assistance
Yes. -
Not interested, but could you share some more details so other potential candidates get a better idea of the amount of work this entails?
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I don't remember where I first learned it, but there's plenty of Blender tutorials out there. You might need to enable bone weights in the armature modifier and change the display of the bones in the object properties to see the envelopes.
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As a rough first approximation weighting via bone envelopes works pretty well, too. Look it up, it's a normal Blender thing. You can then convert that to vertex paint and hand-tune it.
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No, you convert directly from .bsp to .ase. When converting from .map, you also need to take the step to .bsp first.
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Just keep in mind that while the GPL allows you to sell your game, you still have to provide the source code to anyone who buys it, who can then do the same. That might not be a problem since you still own the assets, see Blendo Games for successful examples of games built on GPL idTech engines.
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Converting FBX to GLM and rigging a model
mrwonko replied to ShenLong Kazama's topic in Modding Assistance
If you barely know what you're doing, learn to use Blender first. There are plenty of tutorials on that. You need to learn about basic navigation, modelling, uv mapping and skeletal animation at least, I reckon. I believe Blender can retarget animations from one skeleton to a different one, which you could use if the model doesn't quite fit the AT-AT's skeleton. I don't know how exactly to do that though. -
What is 4k and can jk2/jka be displayed in it?
mrwonko replied to Acrobat's topic in Jedi Knight General Discussions
Actually, if you're playing modern games the graphics are typically too expensive to render in 4k, but if you play old games on a modern graphics card you should have some performance to spare for higher resolutions.