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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. 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.
  3. I probably could, but why would I? I have much more interesting things to do.
  4. 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?
  5. My Blender exporter prints a warning if a surface has >1000 verts, but still exports it.
  6. You'll have to excuse my confusion. Did you mean "rip out" and "replace with"?
  7. 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.
  8. I don't think you want to have anything to do with KOTF... I like the idea of basing it on the movies, and the Original Trilogy at that. It doesn't have that many duels/fights either, right? So it's not all that much work.
  9. OJK does not change the gameplay, so it has the same "mess" as baseJKA... But I like most of your ideas; especially better vehicle handling.
  10. When importing there's an input field for the skin to load, which defaults to "default", so it looks for model_default.skin. Clear it.
  11. What other cool features? The ability for me to remove mods on request?
  12. Here's hoping I don't get in any trouble... It's somewhat questionable, legally. I feel ethically justified, but who cares about that when the law is against you?
  13. Might be this one, but since it has no screenshots I can't tell for sure. There's also this one, which has two sound packs, but I think that looks different on the screenshots? I'll see if I can quickly build a search for the mirror... --edit-- I suppose 3 hours qualifies as "quickly".
  14. My mirror's up at http://mrwonko.de/jk3files
  15. Not with our current editors, anyway.
  16. Your set commands are completely off. In BehavEd use the upper one which says set(< E"set_types" >, <str>), then you get a drop down that lets you select what to set which won't let you enter nonsense like NPC_Doctor or set_navgoal_1. After you select something from the dropdown, press Re-Evaluate, then enter the correct value on the right. Your waypoint_navgoal entity settings are also kind of weird. You've correctly set the targetname, but you also have erroneous waypoint_navgoal_1 and navgoal_1 keys; you can delete those. Oh, and you should probably know that you can pull down the "........" bar on top of the entity settings to get descriptions of the valid keys. (I have no idea why that's hidden by default.)
  17. *white? Never saw that before, isn't it $whiteimage? But why have a stage at all? Couldn't you just do something like the nodraw shader? textures/system/nodraw { surfaceparm nomarks surfaceparm nodraw surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans q3map_nolightmap }(q3map_nolightmap is not necessary here, since it's not compiled, but whatever.)
  18. Eh... I'm terrible at modelling and barely do any animation. I just have some technical knowledge of how JKA models work. But this is not a project I'd be interested in helping out with, I have too many plans already.
  19. I am only disappoint because you used "must of"...
  20. Yup, hence my suggestion to look up the name it was exported as using ModView.
  21. Well surely your skin file is to blame then. Check out what the surface is called in ModView and double-check that you're using that name in the model_default.skin.
  22. I should probably add that regardless of this the first thing I'll be doing is getting that JK3Files mirror up. I have no idea about Arth, we haven't talked in years... He should still be around though. Not active in JKA modding though. Killermic is technically also still on the team, last I heard he was doing lots of work on a complicated map, that was years ago though. Taking on new team members might be reasonable; but before much work can be done a good deal of (re)organization is probably required.
  23. Shouldn't ModView be using the skin file as well? I'm not entirely sure...
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