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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. 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.
  3. 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.
  4. 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).
  5. The comprehensive list of all console commands and their effects is the source code.
  6. Typically that's what mipmaps are for. I'm not entirely sure they are used here, but I would assume so.
  7. Interesting... Terrain brushes have no reason to be structural anyway.
  8. When exporting the map in easygen (assuming that's what you did), see if you can make it snap vertices to the grid. I'm not sure, but this problem may be related to fractional coordinates. I also think the brushes in question might disappear when you run a brush cleanup in radiant...
  9. I don't think so, but if memory serves OpenJK lets you set cvars from Icarus. Another idea: What about the beginning of Nar Shaddaa in JK2? You can't use weapons there, although I don't remember the details...
  10. Are there any sorting issues? That shader looks like it would lead to distant surfaces sometimes being rendered in front of nearby ones...
  11. mrwonko

    misc_dlight

    I vaguely remember once experimenting with moving dynamic lights, but I don't remember if that was some entity property on a func_something or by attaching a misc_flight... I just remember that it looked pretty bad.
  12. Kind of... Not very active these days, I'm a bit tired of explaining the same things over and over again. (Generally. I'm not talking about this specifically.) So I mostly lurk these days.
  13. How exactly do you want to play them? As an animated texture? Do you have the necessary shader?
  14. Yeah. Don't use it, you get way too many clip brushes that way. (Unless we're talking about terrain models with large faces.)
  15. Select the skeleton and go into pose mode to preview your animations in Blender. You'll notice that the head doesn't move as you pose the bones. It doesn't have the correct skeleton selected in its skin modifier. I don't see how this explains the problems you're having though. It works in ModView, it references the correct gla file...
  16. I suggest instead attaching a scaled misc_model to the func_useable using target/targetname.
  17. Areaportals are for doors, their VIS-visibility is toggled when the door opens. Antiportals are always opaque to VIS (albeit not rendered in-game). I imagine as you enter a two-sided antiportal, the world behind you vanishes (while you still can't see in front of you), then as you emerge on the other side, that half of the world pops into existence.
  18. Keep in mind that this only makes sense if you properly use detail brushes or have models you want to block VIS.
  19. Well, keep in mind that visibility is offline in idTech3, so everything behind it is only approximately invisible. I'm not sure there are any in-depth tutorials on antiportals in particular, but I recommend just learning about VIS in general.
  20. Take a brush, put system/skip on all sides except the one with antiportal on it. The brush will not be included in the bsp and thus won't be visible ingame, but will be taken into account during VIS calculation, i.e. leafs on the opposite side won't be rendered. As far as I understand misc_models are stored as trisoups in the bsp and can thus only be completely visible or invisible, unless you forcemeta them using spawnflags 4 or an appropriate shader.
  21. The easiest way to investigate this is probably if you upload the model (.blend) for us to look at, if I find something I could record a video explaining the problems.
  22. Is this in Radiant only or also ingame? I have an inkling that it may be due to texture filtering, in which case it would only be in Radiant and may be fixable by changing the filtering mode (not sure where you can do that, but the options should include something like Bilinear and Trilinear). Maybe upload a sample so we can check what it looks like for us?
  23. An entity consisting solely of system/origin doesn't work because during compilation that brush is removed and only its location is used, resulting in an entity without a model, which is illegal. Add a small system/nodraw brush to it as well, which won't be removed.
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