Jump to content

mrwonko

JKHub Staff
  • Posts

    1,599
  • Joined

  • Last visited

Everything posted by mrwonko

  1. You just need to manually wrap it in url tags - I edited your post accordingly.
  2. 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.
  3. If changing the efx setting doesn't work, maybe try editing the model to rotate it?
  4. 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.
  5. 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).
  6. 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.
  7. I remember Raven giving permission for using JO's assets in JA, not sure about the other way around.
  8. Tags are based solely on the vectors between the first 3 vertices of the tag surface. No idea how vehicle feet use them.
  9. 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.
  10. 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.
  11. 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.
  12. I assume this is a misc_model? Maybe give spawnflags 4 a try to make it lightmapped instead of vertex-lit...
  13. Latest version of Radiant is available at http://gtkradiant.com/ NPC Support is something custom models/skins may or may not have and means they include an npc file so you can spawn NPCs using the model/skin.
  14. Nice brush work and choice of textures, but the lighting and sound could use some work. It's the same green everywhere, sometimes without a discernable source, and without much contrast. Add some other colors, maybe a complementing red, and more stark dark/light contrasts, maybe with some spotlights. Some sparing use of animated lights could also make it more visually interesting, but don't go overboard. Also keep in mind you can guide the player using light. Or maybe disregard what I said, I'm no master lighter myself, I just noticed it being off. Find some tutorials or whatever. As for the sound, that was especially noticeable in the hallway with the silent fans.
  15. A better way of achieving that would be improving the ioquake3 wiki.
  16. The name of the object does not matter at all for the exporter, but since there are potentially multiple LODs I add _0, _1 etc. to the names because there can't be two objects with the same one. The actual exported name is defined in the ghoul 2 properties in the object tab and must be the same across LODs. When in doubt, just import the original model into Blender, the plugin is built in such a way that it will be set up correctly for immediate re-export. Well, there's a tutorial on a vehicle with a custom skeleton and that's basically the same.
  17. The part in front of the comma is the name of the surface you're applying a texture to, you mustn't change that. Instead you can have multiple .skin files (at least in Jedi Academy) for each variant.
  18. Typically texture scaling is off if Q3Map2 can't find the texture during compilation and assumes it's some ridiculous small size like 16x16. Often caused by an incorrect basepath configuration.
  19. I'd be interested in tackling this at some point, yes. But I have no idea when I'll get around to it.
  20. Using CSG Subtract is strongly discouraged, you easily end up with lots of tiny brushes. Manually move the edges (E) to make the brushes line up properly.
  21. Dunno, but the plugin is untested with Blender 2.7x.
  22. Well, errors typically state what went wrong, but people have stopped actually reading those messages ages ago.
  23. Well you can also directly export to GLM if you set it up correctly, but I can't remember what "correct" is off the top of my head.
×
×
  • Create New...