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Everything posted by mrwonko
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Making rotate the brush 45 degree (or in other) BUT like lever like.
mrwonko replied to Langerd's topic in Modding Assistance
It's actually pitch/yaw/roll, which is Y Z X, if memory serves. -
http://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ It has not been tested with any Blender version beyond 2.69.
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Q3Map2 can convert BSP to ASE, and I have an importer for that in my Blender Plugin Suite.
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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.
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And that's why I'd rather not take that risk.
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Not sure if you noticed, but I've got a mirror of the files (with a dozen or so exceptions).
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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.
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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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Moviebattles 2 site back online
mrwonko replied to eezstreet's topic in Jedi Knight General Discussions
Yay but boo. -
I feel comfortable doing most of these changes, it will just take time.
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Switching blade0 and blade1 would be the way to go about this, yes. Just don't use Word, it's just about the worst editor for hex editing.
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Blender has a manual. Only looking at the titles I'd suggest you look into the "General Principles and Tools" section and into Rigging, in particular Armatures (to get an understanding for what they are; you don't need to create them, you'd import them from a .gla/.glm file) and Posing. These may not be the best resources; feel free to search for "Blender posing tutorial" or similar.
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I'd use Blender over Dragon; it's more powerful, but harder to learn.
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No, that is a customizable color shader, DT85. In this case the alpha channel is used to mark the parts that change color, but the resulting shader is non-transparent.
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Feel free to upload a tga/png for us to take a look at.
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https://help.github.com/articles/fork-a-repo/ Issues can be reported at https://github.com/JACoders/OpenJK/issues
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Have an alpha channel, save as png or tga. Not sure where the problem is? Sorry, but this does sound like an excellent thing to google for. "How do I add an alpha channel in photoshop?" or whatever.
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The only reasonable way to do transparency is with (effectively) a 1 bit alpha channel, i.e. either on or off. To this end you'd use an alphaFunc in your shader to define the cutoff point (e.g. GT0 to make alpha 1-255 visible, LT128 for 0-127, GE128 for 128-255 or GE192 for 192-255). You'd still use an ordinary blendFunc as with normal solid shaders, I believe, since the alphaFunc takes care of transparency, so I don't think an explicit depthWrite is required. This will only be visible ingame; ModView completely ignores shaders, but you can enable alpha blending in the menu (which is more akin to blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA, with the same problems: there's no depth sorting, so you get visual glitches.)
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safe_malloc just means it has run out of memory. In a 32 bit build this happens at 2GB. There's the -lomem switch for making it use less memory (at the expense of higher compile times) but the real solution (besides keeping the map simpler/using less memory consuming compile options) is switching to a 64 bit Q3Map2 (assuming you're running a 64 bit operating system).
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Rescale? Is there a limit on the glm dimensions or why would you want that? If I remember the format correctly, they can probably be scaled in their base pose, but animations definitely can't change the scale.
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You mean like creating an appropriately sized brush/patch? You can already do that, you know?
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Brushes are simply not well suited for this kind of collision geometry, I feel like an engine change would probably solve this in a better way.
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The solid flag sucks. Bad idea. But generally it would be useful to be able to define a collision mesh with your models; but that's a new feature that would need to be added to the game.