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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Why not base it on Jedi Academy's engine then? It already has NPCs, limited support for hubs and scripting.
  2. 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:
  3. 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.
  4. That's probably a good idea. Feel free to start one!
  5. The initial release had some problematic content, but that was quickly fixed. It's included in OpenJK.
  6. Simon OC has a nice tutorial on terrain blending using alpha volumes like you want to, give that a read.
  7. So, did the end
  8. Nice to know it works on 2.78, I never tested beyond 2.69.
  9. 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...
  10. 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.
  11. 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.
  12. Light saber names are not the file names, they're defined inside.
  13. Sounds like a bug you should report. Look for ways to do that on the official website.
  14. 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?
  15. Where is the error?
  16. 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.
  17. 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.
  18. 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.
  19. 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).
  20. The comprehensive list of all console commands and their effects is the source code.
  21. Typically that's what mipmaps are for. I'm not entirely sure they are used here, but I would assume so.
  22. What exactly are you trying to do?
  23. Interesting... Terrain brushes have no reason to be structural anyway.
  24. 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...
  25. 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...
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