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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Because it's something that might need manual adjustment ("editing", one might say), which is an editor's domain. I was thinking of Skyrim's Editor as an example, which includes functionality for generating navmeshes which can then be tweaked by hand.
  2. There's basically a big texture containing the light information called a "lightmap", which is calculated during compilation from light entities that are not themselves included, making the process irreversible. It's conceivable to edit the lightmap directly in theory, I believe it's too much work for anybody to have ever bothered since without a proper editor (which there isn't) it's nigh impossible to tell which part of the texture corresponds to which part of the map.
  3. Maybe you disabled details in SP?
  4. It should be integrated in the editor, anything else is tedious. I need to write my own editor some day...
  5. Which I believe can be fixed by replacing a DLL or something like that... I remember encountering & fixing them.
  6. mrwonko

    What is this?

    It's a work in progress for use with automatic crash reports - we'll want a symbol server so Visual Studio can automatically download the correct revision for debugging. I've not yet gotten around to doing more work on that.
  7. "Fixed". What you're doing there is removing UV Seams by stretching the texture across the triangle as necessary, screwing up your UV maps.
  8. FYI: They've rebranded to gog.com, which no longer means anything. Because that's not confusing at all.
  9. Are you sure there are already cuts in the geometry where there are cuts in the texture? Select an adjacent face and move it to see if there is indeed a cut.
  10. You do have to create splits, nothing changed if you're using my Blender plugins. It sucks, but it's that way. What you don't need to do is separate every single triangle, which I assume is what you did leading to that explosion in vertex count. Don't do that. Only create cuts where necessary - in places where the texture has cuts. You can use a UV Test Grid texture to see the cuts in the 3d view.
  11. I started creating a video tutorial on playermodel creation but got stuck when I had trouble modelling hands - I'll try to give that another try soon, maybe I'll get further this time.
  12. There's a UV seam, you need to split the meshes at UV seams. It's something the exporter should ideally do automatically, but it can't.
  13. My crawler was made specifically for the jk3files page and I have no interest in adapting it to anything else. I used Scrapy, which made it fairly easy; here's my source code in case anybody wants to study that instead of the docs.
  14. There were a couple of Iron Man skins on JK3Files, but this is the best looking imo.
  15. The XL Engine can load the levels, maybe contact the author for information about the format.
  16. I gave it a try and yeah, while held the blade is invisible but the hilt is not. I vaguely remember having seen this before, but I don't remember what causes it.
  17. Is there a place for documentation? I suppose there isn't much available yet, but if there's a wiki page somewhere you don't need to write it all yourself. I'd be interested in playing around with this a bit, and I might as well document it while I'm learning it.
  18. What do you mean by fix? Make the lightsaber visible when holding it? That would probably require a proper hand tag on the player model. Or make it invisible even when thrown? Then you'd probably need a custom saber with invisible blade & model.
  19. I can't imagine there being LOD. Typically you'd handle vis by placing antiportals, not sure if that happened here, far too few people know about proper vis setup.
  20. That's pretty neat, though yes, very tedious. Ideally you'd still place light_junior throughout the map to create a proper lightgrid so the "dynamic" lighting works (on playermodels, first-person weapons etc.), but the amount of work gets pretty obscene. I suppose with a plugin they could be exported as well? They're basically evenly spaced light probes.
  21. What you're talking about sounds highly exaggerated to me, but I totally get not being active any more - I haven't produced much in the last years either. Still sad to see you go. And everybody else please shut up about not wanting women in your Star Wars. If you need to share your bigoted views, create a separate topic in nonsense; I don't feel that's a productive discussion in this thread.
  22. This does sound like a bug in the code, if I find some time I'll look into it.
  23. The argument is that without some form of updater/version check people will never update, so that's kind of important to have asap.
  24. That looks useful, though it's only a plugin, and I'd probably need to update my plugin to take advantage of this.
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