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Everything posted by mrwonko
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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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Read the plugin's manual, it describes how it works. In particular how it finds the model by searching for model_root_0, which in your case has no children, leading to an empty model.
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I made this comic about that kind of thing. It's not going to stop, you won't be able to police it, especially not outside JKHub, so stop caring so much. You're not getting paid for your mods anyway, and while I get that recognition/appreciation is nice, most people won't actually look into who made something let alone go out of their way to thank them, so it really doesn't make much of a difference. That's how I feel about it, anyway. You're free to feel different, obviously, but I don't think it'll do you any good.
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waypoint, waypoint_navgoal, and point_combat
mrwonko replied to blinkyzero's topic in Modding Assistance
You basically want the waypoint network to span your entire map so NPCs know how to walk from one end to the other. Try "nav show all" in the console in SP to see whether they connect properly (they don't if there's an obstacle, for example). -
Read the errors, fix them. Then realize VS2010 has a super outdated compiler and get VS2015.
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You basically got it, http://www.simonoc.com/. I never knew him as sock, interesting... He's on twitter, too.
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Open the model in modview and make sure the surface names match the ones in the skin file.
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JK2 models work in JK3 out of the box.
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One of Sith-j's, I think... Sunset over Coruscant or somesuch. --edit-- Oh well, close enough.
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Blender hilt export error? - Traceback script error
mrwonko replied to Hashira's topic in Modding Assistance
No, this is actually only the case for model_root_0 or whatever the root in the hierarchy is called, everything below that is traversed automatically and the _0 suffix is just a convention used on import. For export only the properties count. The name of the mesh is irrelevant as well, only the g2 property counts. -
Blender hilt export error? - Traceback script error
mrwonko replied to Hashira's topic in Modding Assistance
The g2_ prefixed properties are for GLM export, md3shader is for md3 export. I sadly don't have time to look at your model, but that's an exceptionally unhelpful error message. -
I'm not sure if you can control the playback (i.e. make the video start over) - if you can, you could just have multiple brushes with the different video shaders and switch between them using a script.
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ModView does not display shaders at all, although you can enable transparent textures in the options somewhere.
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You just need to manually wrap it in url tags - I edited your post accordingly.
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Help to Converting and importing a character
mrwonko replied to cocco1960's topic in Modding Assistance
You don't need to weight using vertex groups, you can also use bone envelopes. And if memory serves only model_root_0 actually needs the _0 suffix, mostly the exporter just looks at the ghoul 2 properties and hierarchy. -
Bad orientation on efx file about an emitter model
mrwonko replied to Asgarath83's topic in Modding Assistance
If changing the efx setting doesn't work, maybe try editing the model to rotate it? -
Basically once you hide entities, detail brushes and patches your map should look like it came from Quake 1 or something. Super simple rooms, no detail. And yeah, don't put a giant box around it if you can at all avoid it.
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As I said in the thread linked in the post linked by Boothand earlier, this is pretty much always caused by a misconfigured Q3Map2. Make sure to set fs_basepath to your GameData folder and fs_game to the right mod (if not base).
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Well, the 19424 in the brackets seems pretty high so I guess your map doesn't make proper use of detail brushes. Not only will this increase your compile times, it will also decrease ingame performance and increase the resulting file size.
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I remember Raven giving permission for using JO's assets in JA, not sure about the other way around.
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Tags are based solely on the vectors between the first 3 vertices of the tag surface. No idea how vehicle feet use them.
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Thank god it works for someone, I was very confused when people talked about having to have a keyframe every single frame. That's how it's stored in the format, but I'm pretty sure the exporter will correctly export interpolated animation by inserting the keyframes automatically.
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What xycaleth said, pretty much. Don't see the point. Have a launcher and an updater, sure, but we still want CI and no player wants to compile themselves.
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Noob questions about editing a saber/sword model...
mrwonko replied to Dusty's topic in Modding Assistance
Raven's MD3View can convert md3 to glm. That's often used for sabers, actually, because md3 exporters are more common than glm ones. How much information is lost when converting between formats depends largely on the converter - unanimated md3 (or glm without a skeleton) is pretty simple, LODs aside, so you're unlikely to run into format limitations. -
I assume this is a misc_model? Maybe give spawnflags 4 a try to make it lightmapped instead of vertex-lit...