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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Radiant version shouldn't matter here, I think it's just how patches work. Maybe you can use a single, larger patch to prevent these seams; other than that the only solution I can think of is a model.
  2. Integrating the logo into the center of the navigation bar on large screens would save additional space. Messenger, Notifications & Sign Out could conceivably be integrated in the account dropdown.
  3. Importing models is of little help; weights are imported as vertex groups, while manual weighting would preferably be done using bone envelopes in my opinion. Manually weight painting seems vastly inferior to me.
  4. Only if you add new ones; usually you'd use the BOTH_CIN_1-50 animations for level-specific cutscene animations.
  5. If it's just for a specific map, you don't need to modify the existing animations; animations in _humanoid_levelname are loaded in addition to the default animations. But I'm unfamiliar with carcass/assimilate, so I don't know how to properly export them that way.
  6. Can be done using free software with Blender, but I'm not sure if there are tutorials around for that... Oh wait, actually I made one! Haha how could I forget. You'll want to learn Blender first, then you can look for my vehicle modelling tutorial on this site.
  7. Well that's because you use npc_player for cutscenes, which probably is not scaled... Use an npc_spawner with npc_type shortnpc instead.
  8. There's SET_PLAYERMODEL if you want to script it, but that too suffers from the load/save issues if memory servers... Maybe it's fixed by placing the NPC you use as a model in the level somewhere (inaccessible) so it always gets loaded?
  9. I'm fairly sure it's possible somehow; if you change the playermodel to a scaled NPC via console, you also get its scale. (However if I remember correctly this leads to issues when saving/loading.)
  10. Not with this attitude. There's a tutorial on setting up BehavEd for scripting and one on using scripts to move brushes; I don't think there is one on scripting NPCs...
  11. JK2 files have a JK2 tag, but you're right, they're hard to specifically search for. Do you have a link to the good JK3 skin? Porting it to JK2 would just be a matter of weighting it to the proper skeleton.
  12. It has only been tested up to version 2.69. It may not work in 2.70+.
  13. You can set SET_INVINCIBLE to True using Icarus to make him truly invincible.
  14. OpenJK *is* a patch for the legacy retail version. We'll soon(ish) have a special format for OpenJK-exclusive mods, so anybody trying to use it will know they need OpenJK.
  15. Why don't you check and if not add it? I don't know.
  16. .veh files simply have a riderAnim setting, which uses BOTH_VS_IDLE for the swoop, but I don't think there's any problem with simply entering a different animation there.
  17. You don't need to convert it to .map, you can just convert it to .3ds, .ase, .obj or a couple of other formats that Radiant/Q3Map2 understand and place it as a misc_model. As long as you don't use md3 you don't need to worry about dimensions or vertex limits (to a degree) either. The downside of using a model is that it's non-solid, you'd need to manually place collision brushes.
  18. No, as the "q3map_" prefix implies that's a Q3Map2 setting, which only makes a difference during compilation with Q3Map2. Has no effect when entity modding.
  19. I found this one, is that the one you're looking for?
  20. One of the models includes loose vertices that aren't connected to any triangles. The exporter can't handle those. Locate and delete them. You can go into face mode, select all faces and hide them, then go into vertex mode; any unhidden vertices must be deleted. Maybe there's a simpler way to do this.
  21. Yes. That's precisely what I'm saying.
  22. You can still be sued to hell and back, and they'd probably win. Using a foreign IP is bad enough, straight up stealing their assets is just plain stupid imho.
  23. Porting a model and changing its textures wouldn't qualify as fair use in my opinion.
  24. And permission. Which we won't get. Hence no porting.
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