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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. I've certainly successfully used SET_ORIGIN in singleplayer before... looked like this: set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "cin1_cam1", ORIGIN)$ );Icarus also provides some other ways of setting the origin; I found these: set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_TELEPORT_DEST", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_COPY_ORIGIN", "my_target_position" );You could also try using a target_teleport. Are you doing this in MP or SP? I may be able to put together an example map.
  2. Lies, it's not coming out until Thursday!
  3. I moved the thread to the right section. Numerous things: When using an entity, you supply its targetname, not its script_targetname; the latter is for running scripts on entities, but if I remember correctly use takes the targetname.Just an optimization: you can have strings as parms and then get those as the use targetsAnd generally you don't teleport people by using a target position (or at least I never heard of that method); you want to set SET_ORIGIN to the origin of the desired target_position. I can go into more detail later, I don't currently have access to the modding tools.
  4. Quoting images such as this one: apparently also adds lots of html garbage; we'll have to look into that.
  5. mrwonko

    Donation Time!

    Apparently the free forums are all a bit shit, so we need another solution. Currently we're using IP.Board, but XenForo is better in some way as determined by people who know more about this than me. Personally I'd prefer a custom-written website, but that would take forever.
  6. In that case the issue is with the bsp -> ase conversion, not with ase importing.
  7. Why not simply place more waypoints? Pretty sure OpenJK added the option of easily loading additional entities from a separate file.
  8. As I said it already should, you just need to create the missing textures.
  9. After taking a quick look it seems to be using the textures/skies/stars shader, which is already a proper 6-sided skybox shader (from shaders/skies.shader). It should just be a matter of having files with the right suffix.
  10. You don't need to change the map at all, just change some shaders, I think. Are you familiar with those at all? (I need to judge how elaborate an answer to write.)
  11. The normal fullscreen option in the menu should work just fine... Otherwise you can change the r_fullscreen cvar in the console as usual.
  12. The shader stages are rendered in the order of definition: First the one without a blendFunc (which defaults to standard opaque rendering), then the one with GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA (which does alpha blending according to the texture's alpha channel). You'll want to drop the first one. Now with alpha blending you run into sorting issues; because Quake 3 does not properly sort transparent surfaces before rendering stuff they may actually look like their order is reversed (the further one is displayed in front of the closer one). That's why you so often see additive blending - GL_ONE GL_ONE - because addition is commutative, so order doesn't matter. But I think additive blending is what you described as "ugly painted sheet of orange". To work around this you can manually specify the sort order; Opaque stuff gets "sort opaque", which is equivalent to "sort 3", while transparent stuff defaults to "sort additive", which equals "sort 9". Surfaces are drawn low number to high number. Now you can give it "sort banner", which is "sort 6", to make it always draw between opaque and default transparent things. Assuming you can only see the model's face through the visor and not transparent level geometry behind the model, this will always look right. So that's something like this: models/players/clonetrainees/comhelm { sort banner { map models/players/clonetrainees/comhelm blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen lightingDiffuse } } I also dropped the "detail", which would make it not show up when r_detailTextures is disabled. This is purely theoretical and untested, mind. And your texture needs to have a proper alpha channel, so you'll have to edit it to add that. Unless you want uniform transparency, in which case you can add an "alphaGen const 0.3" to the stage to make it 30% opaque. (Tweak number as necessary, obviously.)
  13. What exactly are you trying to achieve?
  14. Yay, no more job search!

    1. Show previous comments  1 more
    2. Ping

      Ping

      Grats! Being on the job market is one of the most disgusting and pathetic experiences one can expose oneself to - solely because of the nature of markets in general. The same is true of other markets that have you sell yourself as a person: the dating market, slave market etc.

    3. Onysfx

      Onysfx

      ^ You sell yourself as a slave...it's sad but it's true...

    4. Bek

      Bek

      Also we can now call you mrworko.

  15. You can also just do the Frankensteining in Blender and keep the existing weights.
  16. It just gets annoying to be asked the same questions over and over again. For the record: The solution is two-fold: unpack the GLA file used by the GLM and make sure the plugin knows how to find it (i.e. unpack it in a proper GameData/Base structure or set the basepath on import).
  17. The second addon (that lists me in the authors) sure is out of date; it has last been tested with Blender 2.6x.
  18. Could not reproduce. I seem to remember someone having similar issues that got fixed by installing the dropbox client? That should not be necessary, but maybe it is. (In that case we need to get on that.)
  19. JA++ mostly does what JA+ does (and is compatible with JA+ servers); unlike JA+ it's still being maintained tough. (JA+ is one of the most popular MP mods, with admin commands and some other stuff.) Look up command line arguments to understand the launch thing; you need to tell the game on launch to load JA++, e.g. using a .bat file Dunno.Mod limiter thing?Mods may increase limits, but I don't know if any do.Look into the guidelines; you're supposed to try contacting the author first, I believe, and if they don't answer you can upload it, although it will be removed if they object.
  20. Welcome back! Love your work! So I'm deliberating asking you to help out with this SP campaign a dozen years in the making; I can handle the scripting (but I haven't been, for the last couple of years), but one or two maps look a bit subpar. Should I ask you about that?
  21. Because a vertex in glm can only have one UV coordinate.
  22. I'm not a big fan of these kinds of answers, they result in you just finding "simply search" posts when searching. The link is http://mrwonko.de/jk3files Also, welcome.
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