Jump to content

mrwonko

JKHub Staff
  • Posts

    1,579
  • Joined

  • Last visited

Everything posted by mrwonko

  1. Where NPCs look is probably determined by tags, check if you moved any.
  2. The shield is probably still weighted to the droid skeleton, check the armature modifier. Generally I suggest learning to use Blender first...
  3. I'm fairly sure assassin droids have their own skeleton so that's probably the issue here. I think you can import the droid first, then rename his skeleton (both the object and the armature) before importing the stormtrooper.
  4. What models are you trying to combine? Two player models? It sounds like you're either combining two models with different skeletons (e.g. a player with a non-player model) or something went wrong during the first import.
  5. Why not base it on Jedi Academy's engine then? It already has NPCs, limited support for hubs and scripting.
  6. I just saw the film again, this time in 2D, and this time the CGI characters did not seem so uncanny... Though maybe I was just able to suspend disbelieve this time since I was not wondering whether they were real this time? Also noticed some new things:
  7. In 2D or 3D? For 2D just zoom out to move faster, and for 3D I believe you can middle-mouse click the 2D view to place the camera there. I think holding shift toggles whether you move the camera or aim it.
  8. That's probably a good idea. Feel free to start one!
  9. The initial release had some problematic content, but that was quickly fixed. It's included in OpenJK.
  10. Simon OC has a nice tutorial on terrain blending using alpha volumes like you want to, give that a read.
  11. Nice to know it works on 2.78, I never tested beyond 2.69.
  12. You certainly don't want to split all edges, that will give you way to many vertices (hence the error) and split edges don't get smooth lighting. There's a manual in the plugin zip, if you haven't read that, take a look, it might explain the splitting. Basically when you look at your UV map there's gonna be cuts in it to flatten the model without overlaps - these must be replicated in the mesh, too. It's an annoying requirement and a better plugin would do it automatically...
  13. I would guess it's not super tricky, but why not use a proper scripting language like Lua instead? That would probably be comparable in terms of work. May I ask what type of game you're making? It's difficult to give good advice without knowing the exact requirements.
  14. Yes, the game code is in the DLLs. Initially that was the only available source code. As long as the interface is kept compatible, game code mods and engine mods can be mixed and matched. For example if you only edit game code, players can choose to run your mod in vanilla, openjk or any other engine replacement. If you choose to edit the engine (in which case you'll likely want to base your changes off openjk to get all the bug fixes) you'll have your own version and any future patches must come from you. There's also the matter of licensing, but I won't get into that, just use GPL.
  15. Sounds like a bug you should report. Look for ways to do that on the official website.
  16. Please don't double post, and you need not mention me if I previously answered. The plugin probably doesn't work any more in later blender versions, they keep breaking old plugins... I can't quite remember which version was the latest I tested, maybe 2.69?
  17. There's people who spend all their time teaching this stuff, it's called university. A good book is more likely to help you self-teach than some random tutorial.
  18. If you want to mod Jedi Academy SP/Engine, learn C++. If you only want to mod MP, C will do as well. C# is unrelated.
  19. You'll want to learn to code first. Maybe go with The C++ Programming Language by Bjarne Stroustrup, ideally the latest edition if you want to learn all the fun stuff, although you won't really see much modern C++ in Jedi Academy.
  20. Yeah, some shaders don't work properly on models... I think one workaround was using a misc_model_static instead, though you could also try finding the problematic part of the shader and fixing it or giving the misc_model spawnflags 4 (to force it to be handled similar to brushes).
  21. The comprehensive list of all console commands and their effects is the source code.
  22. Typically that's what mipmaps are for. I'm not entirely sure they are used here, but I would assume so.
×
×
  • Create New...