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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.)
  2. 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...
  3. 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.
  4. It has only been tested up to version 2.69. It may not work in 2.70+.
  5. You can set SET_INVINCIBLE to True using Icarus to make him truly invincible.
  6. 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.
  7. Why don't you check and if not add it? I don't know.
  8. .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.
  9. 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.
  10. 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.
  11. Oh, text field in the profile, got it.
  12. I found this one, is that the one you're looking for?
  13. 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.
  14. Yes. That's precisely what I'm saying.
  15. 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.
  16. Porting a model and changing its textures wouldn't qualify as fair use in my opinion.
  17. And permission. Which we won't get. Hence no porting.
  18. This would be lovely indeed. It's a really huge project though, and there's the danger of getting a Cease & Desist, which would render all the work void. If I were any good at art I might have still tried this, but alas only the code is strong in me. And you'd probably need seamless portals à la Prey/Portal to get the non-euclidean geometry right, at which point this would turn into a full-blown mod.
  19. I'll look into having universal renderers (i.e. working for both SP and MP) soon; should have results within the month (although they may just be "not possible", if we're unlucky). Assuming it works out, it will probably be fairly easy for Xyc to update rend2 so it works in SP.
  20. I probably could, but why would I? I have much more interesting things to do.
  21. The map needs to contain an info_player_start for it to load in SP. Apparently this is not the case for the MB2 maps, which presumably only need siege spawnpoints. Not much you can do outside of trying to modify the map... What was your goal anyway?
  22. My Blender exporter prints a warning if a surface has >1000 verts, but still exports it.
  23. You'll have to excuse my confusion. Did you mean "rip out" and "replace with"?
  24. I don't think a physics engine would help with changing vehicle handling. And it's not in OJK's scope to change handling anyway.
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