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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. mrwonko

    OpenJK Issue

    Me, maybe I can take a look tomorrow.
  2. The UV issue is usually due to loose vertices, which can have UV coordinates in GLM files but those are lost upon import into blender, which only saves them per polygon. I think this can be fixed by selecting and hiding all faces in edit mode, which should leave the loose vertices visible for you to delete.
  3. How are you trying to achieve this? I don't think it's possible with scripting, you probably need to edit the code.
  4. Welcome aboard! In my experience, one unit is roughly one inch, give or take.
  5. It would probably be a good deal easier if you just uploaded your file so we can take a look.
  6. Hate all you want, I'm having fun
  7. Sounds like a shader issue to me - what do the hood texture and its shader look like?
  8. Only if you don't have a proper waypoint network! Although the visibility rule still applies between waypoints, i.e. there must be line of sight for waypoints to connect.
  9. Well one issue I see with BS_WANDER is that given a proper waypoint network the npc will wander the whole map; if you only want it to wander in one area, you'll need a script.
  10. Dunno, but I think the limit may be 512. I can take a look later.
  11. Took a little longer than 3h but whatevs. Have a screenshot. Waypoints that don't appear to be connected use target2 etc., which (my version of) radiant does not visualize properly.
  12. I never investigated this, but I always assumed navgoals were not part of the network... I'll supply a screenshot once I'm home (give me 3h or so).
  13. Complain to someone else, idgaf. I've never had issues with the system and it yields good results; connecting waypoints automatically is done ingame during loading, so connecting arbitrary distant waypoints would be O(n^2), hence the limit.
  14. Did you connect the waypoints? They won't automatically connect beyond some distance (512 units?) so you need to use target[2-4]/targetname.
  15. Just take a look at the sp example maps to get an idea for how to do it properly; there's no need for a waypoint every 5 meters. Or I can create an example map in 10h.
  16. You'd need to place a navgoal at every corner anyway; just make it a normal waypoint, which can be connected at any distance and can also be used for path finding outside of navgoals (e.g. when an enemy tries to chase the player). You can send an enemy to the opposite site of the map if you have a proper waypoint network. Generally needing some kind of pathfinding network - be it waypoints, a navmesh or whatever - is super common, as is having to create it manually, especially in older games. (And even in modern games like Skyrim, where a first approximation can be automatically generated, you still need a lot of manual adjusting.) No.
  17. Wrong.
  18. Multiple waypoint entities connected via target, target2 etc. Use "nav show all" to check them ingame. Only works in SP.
  19. You almost never need more than one navgoal; it's just a matter of having a proper waypoint network. That's what the ordinary waypoint entity (without navgoal) is for.
  20. Customization might not have a proper default skin; usually most surfaces will be *off. Try selecting a skin in the outliner on the left.
  21. I think it probably has nothing to do with your resolution, but I can't tell what causes it. Are your drivers up to date?
  22. mrwonko

    Donation Time!

    Here, have some money.
  23. It's a Q3Map2 feature; compile-time projection of decals onto surfaces. See the q3map2 manual.
  24. mrwonko

    Waterfall Missing

    I had some other issues, but those were obvious enough that I caught them.
  25. mrwonko

    Waterfall Missing

    I was afraid I might break something, rewriting all of the effects parsing... Thanks for the heads up, effects with the useAlpha flag should now work again.
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