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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. I'd guess 2^31-1, but I don't know for sure.
  2. Or perhaps someone else could.
  3. 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.
  4. Just check you're not on an RP server where unprovoked attacks are frowned upon.
  5. Not interested, but could you share some more details so other potential candidates get a better idea of the amount of work this entails?
  6. 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.
  7. 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.
  8. No, you convert directly from .bsp to .ase. When converting from .map, you also need to take the step to .bsp first.
  9. 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.
  10. 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.
  11. 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.
  12. Where NPCs look is probably determined by tags, check if you moved any.
  13. The shield is probably still weighted to the droid skeleton, check the armature modifier. Generally I suggest learning to use Blender first...
  14. 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.
  15. 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.
  16. Why not base it on Jedi Academy's engine then? It already has NPCs, limited support for hubs and scripting.
  17. 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:
  18. 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.
  19. That's probably a good idea. Feel free to start one!
  20. The initial release had some problematic content, but that was quickly fixed. It's included in OpenJK.
  21. Simon OC has a nice tutorial on terrain blending using alpha volumes like you want to, give that a read.
  22. So, did the end
  23. Nice to know it works on 2.78, I never tested beyond 2.69.
  24. 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...
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