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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Tags are based solely on the vectors between the first 3 vertices of the tag surface. No idea how vehicle feet use them.
  2. 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.
  3. 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.
  4. 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.
  5. I assume this is a misc_model? Maybe give spawnflags 4 a try to make it lightmapped instead of vertex-lit...
  6. 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.
  7. 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.
  8. A better way of achieving that would be improving the ioquake3 wiki.
  9. 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.
  10. 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.
  11. 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.
  12. I'd be interested in tackling this at some point, yes. But I have no idea when I'll get around to it.
  13. 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.
  14. Dunno, but the plugin is untested with Blender 2.7x.
  15. Well, errors typically state what went wrong, but people have stopped actually reading those messages ages ago.
  16. You failed miserably.
  17. 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.
  18. Without more specific information than "it was not working" we can't help you, no. Welcome though!
  19. Oh fuck VS12. Can we just move past that already? If you could post the errors I can take a look into it. I've taken a stab in the dark at fixing it though, maybe ff3fc25 will solve your problems. There is the major benefit of new language features that make programming more bearable. This is a community project so you need any motivation you can get for people to work on it. Yeah, but it hasn't been building for over a month and thus never tested my changes.
  20. MSI Afterburner works pretty well, and many people use the Open Broadcaster Software.
  21. I need a small C++ project to demonstrate to my colleagues how great the language is; maybe this is it. I'm certainly not writing any PHP.
  22. Do they aim correctly though? I vaguely remember JK3 turrets not adjusting their aim for their new location, making them miss...
  23. I'm sure you'll figure it out. (Not trying to be rude, just setting a precedent. I'm not going to explain every step, the information is out there.)
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