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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Might be something OpenJK could add though... I'll take a note of it. You're talking about SP?
  2. Use a single fog brush. It's play of it's partially outside the map. I think there's also a global worldspawn setting for this; "fog" or "_fog" I believe.
  3. You know what's better than saying no comment? Not commenting. There's a Fluttershy model, it's pony though, not human.
  4. Efficient grass rendering would be a renderer thing (rd-*.dll), while camera code is gamecode (jampgamex86.dll) so they can be combined.
  5. Make sure it's set to SP Mapping Mode, I think that's in the Project Settings.
  6. Megatextures is id Tech 5, not 4 (well, I think Quake Wars had them, but that never got open sourced). FWIW I don't think switching engines is the solution.
  7. No offence but that does not contribute to the topic in any meaningful way.
  8. A modern OpenJK renderer could greatly speed up grass rendering. Just saying.
  9. No, you must not move the bones unless you want to create a custom skeleton for just that model - but if you want a player model, you must use _humanoid, which means you can't change the skeleton.
  10. Look up how many people worked on Far Cry 2 for how long. Given that much time, we may be able to copy it.
  11. Nah, I had the same issue on my 2GB HD6950 on the latest drivers.
  12. It could just be a problem with the plugin/blender. Could you upload the ASE so others can see how long it takes them to import?
  13. The textures are imported in some way, I think as material names. You could probably load them as materials using the python console.
  14. What did you do?
  15. I did not have people loading whole maps in mind when I wrote the importer, it was meant to be used for smaller map objects... I'm not sure what's taking so long though, I don't see any obvious bottlenecks.
  16. It should take no more than a couple of seconds, typically; are you loading some insanely large map? Not sure what the problem is...
  17. It's actually pitch/yaw/roll, which is Y Z X, if memory serves.
  18. http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ It has not been tested with any Blender version beyond 2.69.
  19. Q3Map2 can convert BSP to ASE, and I have an importer for that in my Blender Plugin Suite.
  20. mrwonko

    JK3Files Shuts Down

    I don't mean trouble for JKHub, I'm more concerned about myself. The more well known it is, the more likely people are to yell at me.
  21. mrwonko

    JK3Files Shuts Down

    And that's why I'd rather not take that risk.
  22. mrwonko

    JK3Files Shuts Down

    Not sure if you noticed, but I've got a mirror of the files (with a dozen or so exceptions).
  23. What problems are there? Left handed sabers/guns don't work? Porting the skeleton would be quite a bit of work, but I think you could probably just add the JKA tags to the JK2 model and it would likely work.
  24. Without coding? Nope. Blur requires coding as well, and quite a bit of it. And you're right about the animations, that's just how it works, there's no dynamic posing of the hands. What's worse, the animation is shared between all (or at least most) of the weapons, so you can't just change it for that one (without coding). And in my opinion that's clearly not acceptable for hosting on JKHub, I find any use of existing models/textures beyond getting the dimensions of your recreation right questionable. (And you may even get in trouble for a complete recreation due to Intellectual Property rights... but it's a good deal less likely, especially with small mods.)
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