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Everything posted by mrwonko
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My mirror's up at http://mrwonko.de/jk3files
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Not with our current editors, anyway.
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I don't know how to help you.
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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.)
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*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.)
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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.
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I am only disappoint because you used "must of"...
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Yup, hence my suggestion to look up the name it was exported as using ModView.
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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.
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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.
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Shouldn't ModView be using the skin file as well? I'm not entirely sure...
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As explained in the manual the shader for a surface is set in the Ghoul 2 properties in the Object tab, although the game will ignore that and use whatever's in the .skin file.
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Hey y'all! I have so many ideas for what to work on next so I thought I'd ask the community what you'd most like me to work on. I'm not promising I'll do what the majority wants, but I'll take it into account. Here are my ideas for what to do: OpenJK OpenJK could use my help; and I certainly have a couple of ideas for improvements. While I'm at it I could also try to resolve some of the outstanding issues. JKHub (improvements) I'm not yet quite sure what in particular I'd work on, but I should be perfectly capable of adding new features to this site. JKHub Wiki/Tutorials Coding aside* I know pretty much all there is about JKA modding - maybe I should write all that knowledge down? * I generally know how to code, but I've hardly worked with the JKA code in particular. Editor(s) But why write all my knowledge down when it could instead be available as context-sensitive help/instructions in a cool new editor? I'd basically want something similar to the UnrealEditor, CryEngine's Sandbox or the Unity Editor for JKA: a single editor that manages all the pieces, can preview things very much like they look in the game and is generally awesome. That's a huuuuge project though, and I'd have to learn a lot to do it properly. There's a good chance I'd never finish, as with so many big projects I've started in the past. (I've grown since, though.) SP Campaign Talking about unfinished big projects - there's also this SP mod "Spirits of the Sith" that 3D-GET worked on over half a decade ago. I'm technically still part of the team, and I'd very much like the mod to be finished and released - it's roughly 80% done after all, or maybe 60% if I get all perfectionist and try to hugely improve existing pieces. (Let's be realistic - I probably would.) Blender Plugins I haven't really improved my Blender plugins in years. They work, but they're clumsy to use. Manual UV splitting and triangulation are a pain and could very much be automated, and I've never tried them on any Blender versions since 2.59. Normals at seams on the other hand are a difficult problem; I don't think Blender properly supports manually smoothing them across different meshes. And I don't think there's a better solution for tags than the current triangle-surface system since they need to be weighted to the skeleton. I'd much prefer a custom Ghoul 2 editor that helps with making models that actually work; this would be part of the whole editor project mentioned earlier. Mod Manager And finally I think it would make mods much easier to use if there was a JKA launcher that can download mods from various sources (repos, similar to packet managers) with ratings and popular files, much like the Steam Workshop. I'm not yet sure how a decentralized structure would support ratings and possibly comments;this would first require thorough planning. (As would the editor project.) So, vote and discuss!
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If you could upload the map for us to take a look at, that would be a tremendous help. Also include any custom shaders you may be using.
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No, I'm saying that if you only want a white shader, you don't need three stages; you just need a single one, e.g. { map $whiteimage //or textures/colors/white, if you prefer blendFunc GL_ONE GL_ZERO } together with q3map_nolightmap. Possibly add a glow stage. Your shader visually looks the same, but takes 3x as long to display. This is just a simplification; it should not help with your issue.
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I know you're trying to help, and I was unnecessarily aggressive. I'm unreasonably annoyed by the poor English and mediocre formatting in most of your posts, which makes me biased against you. I shouldn't be; your posts are usually still helpful and have good intentions. So understand that in saying this I'm not attacking you, I'm just explaining my reaction, misguided as it was. Sorry for that. I'm probably also slightly stressed due to coming up on the deadline of my bachelor thesis and didn't want to write a detailed explanation. Still, my attack was not justified. But you are in fact wrong. I should have phrased this more nicely and explained it though. You're not generally wrong in regards to GLM; the model does need to have the right names for its parts. But when creating models in Blender, the names used in the export are defined separately. It's really quite confusing and has to do with supporting multiple LODs, since you can't have multiple objects of the same name in Blender. But in short: the names you see in those screenshots are not the names those surfaces are exported as. Sorry again for being overly aggressive in pointing out your mistake while not explaining it.
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If you want to write shaders, you probably need to learn about blend functions. That shader has 2 more stages than it needs. I'm kind of surprised that there is any light coming off that surface besides the single sphere of light - based on how I understand q3map_lightSubdivide those evenly spaced point lights are the only source of light for surface lights, and their default spacing is one every 120 units. But I never experimented much with them, so I can't tell for sure.
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Oh look, it now says moderator under my name!
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Although it should be noted that - if memory serves - this only applies to the model_root object. Anything else just needs to be below that in the hierarchy, the name is taken from the Ghoul 2 properties and the _0/_1/... suffix is just chosen by the importer because it needs to pick some name, and it can't be the same across LODs.
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Stop talking nonsense.
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If you hide all faces what remains are orphaned vertices.
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Probably vertices belonging to no face, which lose their UV coordinates upon import into Blender. Someone built a shitty model. Find and delete the stray vertices.
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Scripting a enemy character to change level upon death.
mrwonko replied to RevanKnight's topic in Modding Assistance
Or you could just use the npc_target property, which is fired when the NPC dies. -
I see. It's mostly for completeness' sake; I want as complete a backup of jk3files as possible. But it's really quite silly to want the inferior version.
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There are lots of tags in that model, but r_hand/l_hand are not among them. Did you even look at it in ModView? Fwiw, they're also blatantly missing in Blender.