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Everything posted by mrwonko
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You're wrong. That's what animation.cfg is for: defining how long each animation is.
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Possible solution to JA's terrible NPC way-pointing?
mrwonko replied to Dusty's topic in Coding and Scripts
Because otherwise the problem space is too large to calculate in real time. -
Path length is no issue. But the Program Files folder is read-only in recent versions of Windows; I'd guess that's the issue here. I think Microsoft would have you put your files in My Documents or thereabouts; just keep the .../GameData/base structure so the importer can guess the paths correctly.
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Possible solution to JA's terrible NPC way-pointing?
mrwonko replied to Dusty's topic in Coding and Scripts
Manually graphing pathways is the de-facto standard for all NPCs to move by in all games. There's often some degree of automatic graph generation involved, but it pretty much always still has to be hand tweaked for good results. But you're welcome to write something better, of course. -
It it normal or just bug (or I did something wrong)
mrwonko replied to GLTh3Pr0's topic in JKHub Feedback & Help
We wouldn't want somebody changing the description to an ASCII dickbutt without prior moderation so yes, it's normal. -
Possible solution to JA's terrible NPC way-pointing?
mrwonko replied to Dusty's topic in Coding and Scripts
I wouldn't call the waypointing terrible; it's just the map creator's responsibility to include a proper waypoint network. -
Some little help in reskinning to a newbie?
mrwonko replied to GLTh3Pr0's topic in Modding Assistance
What are you editing the images with? There's probably some sort of clone brush that allows you to copy parts of the image elsewhere, that should do the job. -
I guess something inside the starkiller base would be best suited for Jedi Academy's engine; closed spaces, corridors, rooms. Or inside a ship, for the same reason. I guess the one Han Solo was on would be cool, especially if it contains the Falcon. What? I'm pretty sure that limitation only applies to playermodels. Go crazy. Personally I'd rather see an awesome looking but barely running map; then the OpenJK team can use that as a benchmark for performance optimization. Right. So BSP files can actually contain models directly - I believe they're called trisoups? But those only get per-vertex lighting, which is calculated by Q3Map2. That's your ordinary misc_model. As mentioned you can use a shader to essentially turn them into brushes (force meta or something like that?), allowing them to be lightmapped, but it's much easier to simply give the misc_model spawnflags 4 to achieve this. Steer clear of spawnflags 2 (or 4+2=6) obviously, that's asking for trouble with detailed models. And yes, forcemeta'd models lose their normals, but Q3Map2 can do angle-based smoothing, I think it's q3map_shadeangle? Look it up. Don't worry about LOD, JA was never intended to have them, instead avoid open spaces so the whole map doesn't need to be rendered at once. If your map exclusively uses models and clip brushes, you'll need to manually place antiportals or other vis-blocking brushes to get proper portals, don't just put a big caulk cube around it. I suppose this makes the Han-Kylo-walkway a bad choice, but really I think it'd be too large for a duel map anyway if you do it to scale. Probably avoid misc_model_static, they're a pain to work with since the editor doesn't preview them and they'll only be lit by the lightgrid, yielding even worse results than a non-force meta'd misc_model. The only reason to ever want dynamic models is if you need them to animate. Oh, and one nice trick: You can target a misc_model to a func_* to attach it, allowing you to use models for doors, lifts etc.
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Well I loaded the autosave of t1_rail and finished it and encountered no problems starting the next level.
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I wouldn't be so sure, Ruxith; before you can write to a file, it also needs to be opened. So it may be a rights issue where Blender is not allowed to write to the target folder. Are there any errors on the console?
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Well, since portals work by first drawing the scene they're linked to and then the original scene on top of it, there's really no way to have multiple at once without engine changes.
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I find the "Mac" part more interesting than the "old". Maybe it only works on Mac?
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I even started the mission and played half of it, no issues...
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I think he misspelled Postal. I didn't know that had portals though...
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Looks fine to me on fs_game openjk/Windows with latest build (built locally); I started a new game and played a bit until I could select my first level, chose t1_rail and it works just fine.
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That's a weirdly specific issue... We should see about getting that fixed.
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Scripting movement and actions
mrwonko replied to BruceJohnJenner's topic in Jedi Knight General Discussions
You're probably better off with something like autohotkey that triggers the actual key presses... -
Scripting movement and actions
mrwonko replied to BruceJohnJenner's topic in Jedi Knight General Discussions
Keep in mind that wait is in frames and thus depends on your frame rate. As such you might want to limit it using com_maxfps to get reproducible results. -
Scripting movement and actions
mrwonko replied to BruceJohnJenner's topic in Jedi Knight General Discussions
+forward is stopped by -forward. -
Hi. I haven't exactly been advertising this out of fear for being asked to take it down by gamefront, but so far everything seems fine. The categories are the same as on jk3files and while I did save the reviews/descriptions when I created this mirror, I chose not to include them since they're definitely jk3files' property, so I opted to just put the readmes up. I'm glad it's useful.
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This typically happens when there are loose vertices (not part of any triangle) - since blender saves UV coordinates per face, they get lost in this case. Select and hide all faces, then delete all remaining vertices.
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You need to edit the model to change the textures being used. My blender plugins would be well suited for this since they allow you to import, change and re-export the model.
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If this is only about npcs, you may be able to hexedit Kyle's model.glm to use the new gla; otherwise you'll have to do some programing.
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In need of general advice, to understand the games code better
mrwonko replied to mihail95's topic in Modding Assistance
There's a tool called devaheb to decompile ibi files. You may also want to look into decompiling bsp files (maps) using q3map2 and take a look at the game's source code. -
Go boost.spirit!