Jump to content

mrwonko

JKHub Staff
  • Posts

    1,601
  • Joined

  • Last visited

Everything posted by mrwonko

  1. No, you absolutely cannot legally distribute music if you don't have the rights to do so.
  2. Is your Radiant in SP mapping mode?
  3. A folder with the name of the gla - although come to think about it you probably can't have a file and a folder of the same name. Maybe omit the extension then.
  4. I've never tried SET_PLAYER_USABLE - I usually go for a trigger_multiple, target_[de]activate and target_teleport.
  5. It's not an issue in radiant, the title is misleading; this is an issue with your model. When you import a glm, you also need to take the skin files into account to get the right texture paths, and when you export, make sure you're exporting relative paths.
  6. I've given this some thought in the past - I'd prefer for overrides to go at models/player/_humanoid/_humanoid.gla/yourmod.gla. In SP there are already per-level overrides so the technology is partially there...
  7. What do you mean, without coding? A config file is still a form of coding. The first step in adding such a feature is creating a precise requirement. How would new weapons be defined? I could see this happening, if we had enough manpower.
  8. That's what the skeleton change dropdown menu in the importer is for - it changes the JKA bone hierarchy a little to fix those issues. A nice IK setup probably helps with animating; just import the skeleton and change it as necessary, I don't see why that would lead to any issues.
  9. You'll want painscript, not fleescript; you can check HP in there and then spawn a new npc if it's below the threshold. Maybe show a cutscene to mask the exchange and make it clear.
  10. sounds like you might've merged the animations the wrong way around?
  11. OpenJK no longer stores config files in the game folder, to which a user may not have write access, but in his home folder; I'm not sure where there though, look for ~/.openjk or something like that.
  12. OpenJK has autocomplete for map names - try pressing tab after entering map.
  13. FWIW, as anyone who read the manual knows, if your basepath includes a GameData folder, the importer will be able to figure the rest out automatically.
  14. This is either an issue with the shader, the texture or the model, although the latter is unlikely. Has the texture the right dimensions? How did you export the model, is it using relative paths? (I'm not sure if radiant would display absolute paths correctly though.) Are shaders involved?
  15. As I said, roughly. 72" would be realistic, right?
  16. In June I thought "jk3files is in a bad state... I better download everything." Turned out to be just in time. I have an online mirror and a torrent, although most torrent clients can't handle 40000 files (I downloaded the screenshots, too); I've had success with rtorrent on Linux and Tixati on Windows. I'm missing two dozen files or so, but most are there.
  17. Seriously? Not even 3 hours and you become impatient? You should really give it at least a day. And you'll get better answers by asking more precise questions. Still, welcome.
  18. Make sure they're not saved as progressive jpegs. If everything else loads perfectly, including shaders, it must be the textures. If you can't figure it out, share one of your textures on dropbox or somewhere like that where it doesn't get post processed, so we can take a look.
  19. Make sure to use nodraw_solid (or is that just nodraw?) on the sides instead of caulk and ensure the force field Shader has the proper surfaceparms (look at common/env_glass for reference maybe). Also learn about the vis system; if you don't understand what's wrong here and didn't think to try making it a detail brush you probably need more of those in your map.
  20. Well, you can put them in a different directory than the path you use in your shaders...
  21. Just create your own skeleton.
  22. You can really just use any skeleton, I think.
  23. The xsi files are available here: http://mrwonko.de/jk3files/Jedi%20Academy/Utilities/Modding%20Tools/26624/ (there's also parts 2&3)
  24. What Futuza said. And yes, it works with 2015.
  25. I never tested any newer Blender than 2.69.
×
×
  • Create New...