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Everything posted by mrwonko
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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.
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Searching for author "broli" on my jk3files mirror yields a single file: a cloud model. So yes, I suppose.
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Not sure how much difference a few hundred MB would make for a 60GB torrent... Anybody looking for a specific mod has the web mirror, and if you want it all 60GB is quite manageable. I'm in favor of a nice packet manager-ish mod solution, but targeting new mods, not the jk3files archive.
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Textures displaying in-game but not in Modview
mrwonko replied to Kualan's topic in Modding Assistance
ModView appears to have trouble with upper case letters in mesh names. Renaming the surfaces did the trick. I did not know that. -
sv_, yes. That's where the server sends its heartbeat. But clientside there was only support for a single hardcoded masterserver before OpenJK.
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Textures displaying in-game but not in Modview
mrwonko replied to Kualan's topic in Modding Assistance
Not that I know of, could you share the files? -
Textures displaying in-game but not in Modview
mrwonko replied to Kualan's topic in Modding Assistance
Are you using shaders whose names differ from the texture names? ModView will only look for loose textures, it doesn't load shaders. It also needs to be able to figure out the base path from the model's location. -
Revival of JKA's modding community
mrwonko replied to Xycaleth's topic in General Modding Discussions
It has been mentioned before... Besides the sheer size you'd likely run into performance problems due to detail; with such an open map you want varying levels of detail and possibly realtime occlusion; BSP isn't going to cut it. I generally love the idea though. I'd also love vehicle handling with proper 6DOF; I think that too has been mentioned here. In short; give me Star Citizen: Star Wars edition. -
The subdivision mismatch could very well still be present in the .ase; in that case it would need to be edited by hand.
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Another mrwonko's plugin error - blender "2.63"
mrwonko replied to Maui's topic in Modding Assistance
The plugin is for 2.64-2.69; I wouldn't use it with 2.63. -
Huh. Then Radiant version does matter... It is however an issue you can also get in 1.4, and thus presumably 1.6; I assume in that case it also happens ingame? Man, it's been forever since I did real mapping... I need to get back to it and learn more about the details like this.
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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.
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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.
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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.
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Only if you add new ones; usually you'd use the BOTH_CIN_1-50 animations for level-specific cutscene animations.
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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.
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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.
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Well that's because you use npc_player for cutscenes, which probably is not scaled... Use an npc_spawner with npc_type shortnpc instead.
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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?