Jump to content

mrwonko

JKHub Staff
  • Posts

    1,612
  • Joined

  • Last visited

Everything posted by mrwonko

  1. Yes, you'll need waypoints for NPCs to know how to reach their target, and you should always have them so enemies can reach the player. Generally just putting some waypoint entities down within line of sight of each other is enough, you can use the "nav show all" cheat to see if they got connected properly.
  2. No, you actually only need to change it in the G2 properties box. The object name should only matter for the roots in the hierarchy (so the exporter knows where the different LODs are), below that matching is done by G2 property.
  3. I can see where you're coming from, traversal in BOTW is so fun! While we're dreaming, I'd love the climbing as well. Let me climb up an AT-AT's leg to hijack it!
  4. There's a manual included with the Jedi Academy Blender plugin suite that explains the requirements you have to satisfy.
  5. I recommend reading the exporter's manual.
  6. 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.
  7. And you might be able to move the vertices around on the uv map a bit to space out the area that is distorted.
  8. 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.
  9. .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.
  10. Care to elaborate a little?
  11. 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.
  12. 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...
  13. 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.
  14. 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.)
  15. nuff said
  16. Nice to see you around here, I vaguely remember pestering you about releasing JA's source code a couple of years ago
  17. If memory serves there's a flareshader key or some such on lights.
  18. I don't think the model_root objects themselves are exported, only their children, but I'm not sure.
  19. I don't think antiportals are one-way... Generally the windows being curved is probably an issue.
  20. 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.
  21. I'd guess 2^31-1, but I don't know for sure.
  22. Or perhaps someone else could.
  23. 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.
  24. Just check you're not on an RP server where unprovoked attacks are frowned upon.
×
×
  • Create New...