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Posts posted by mrwonko
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There's a cvar that contains your current model including customizations, it might have been "playermodel"... Check that to find out the name of the .skin files you need, then look into them for the shader names, then do a full text search in the shader files to find out what needs to be included there.
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And you might be able to move the vertices around on the uv map a bit to space out the area that is distorted.
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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.
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.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.
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Care to elaborate a little?
Smoo likes this -
You could hex edit the BSP files to edit the texture names, just make sure to overwrite existing bytes instead of inserting new ones. You'll also need to write some new shaders for your new sky boxes.
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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...
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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.I was planning to use the same principle as a shadow map. At the start of the map I'll render a birds eye view of the entire map depth into a texture (or multiple).
Archangel35757 and Smoo like this -
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.)
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Archangel35757 likes this
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Nice to see you around here, I vaguely remember pestering you about releasing JA's source code a couple of years ago
Cerez, MGummelt, General Howard and 2 others like this -
If memory serves there's a flareshader key or some such on lights.
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I don't think the model_root objects themselves are exported, only their children, but I'm not sure.
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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.Apparently there exists already MD3 importers and exporters for blender. If they need tweaking or fixing perhaps @@mrwonko could address that.
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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.
Langerd likes this -
Just check you're not on an RP server where unprovoked attacks are frowned upon.
Omega likes this -
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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.
The Punisher likes this -
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.
The Punisher likes this -
No, you convert directly from .bsp to .ase. When converting from .map, you also need to take the step to .bsp first.
Morabis likes this
Renaming issue in blender?
in Modding Assistance
Posted
I recommend reading the exporter's manual.