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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. It's important to note that there's a difference between entity leaked and map leaked.
  2. Well, this is a very inconvenient way to go about it, but I suppose so.
  3. So you lost your data? Since you'll have to release the source code anyway (as per the license) you should just upload it to github as you go, that way you'll have a backup.
  4. Simply upload the map, everybody's just guessing at this point.
  5. I wasn't quite sure since it's been years since I worked on the exporter, but you've confirmed it.
  6. Please upload your map so we can take a look and find the problem.
  7. As I said, the exporter mostly ignores modifiers. I certainly have no intention of looking into this before September, if at all.
  8. Because I didn't feel like writing much; I just wanted to tell you that there is no solution as long as the exporter has the issues it currently has. The problem is that Blender usually calculates normals automatically and JA models are split into multiple meshes, mostly because of UV seams and varying textures, but also due to dismemberment. Especially the latter is a difficult problem; seams at least could be automatically created while keeping normals intact, textures are somewhat more tricky... but for dismemberment you must split meshes, and that screws with your normals. In short: in order to fully fix this problem you need to manually adjust the normals of your model; I believe there's a plugin/modifier for that? Though if it's a modifier then my exporter might currently ignore it.
  9. I'd suggest you just make those changes in Blender - brushes are best created by hand, converting a triangle-based model automatically usually yields bad results. (Which is the same reason why automatic model clipping is a bad idea.)
  10. This. Hence "effectively". You don't want to use spawnflags 2, with the possible exception of terrain models.
  11. Look into your exporter's documentation, it should explain how to assign textures.
  12. You can write a better exporter.
  13. That's a problem with the exporter and can't be fixed without fixing the plugin.
  14. Does the cape texture actually have an alpha channel with the deleted parts transparent?
  15. Yes, spawnflags 2, just as in SP, but only use that on low-poly models like terrains that need exact clipping since it will create a ton of brushes, one for each triangle.
  16. The glm file is just the 3rd person version of the weapon, in first person the md3 models are used.
  17. I create a brush, turn it into an entity via right click, then do that again? Cannot reproduce, old entity is deleted. I'm on 1.6.
  18. What? I've never experienced empty func_groups... You can turn any brush entity back into worldspawn, it's called "Ungroup Entity" in the rightclick menu. func_group is treated just like normal brushes after compilation, so use as many as you like. The func_group should be used for anything you want to group; it's mostly there to let you select them all at once using alt+shift+left click.
  19. Customizable skins just have lots of surfaces for each part, with most of them being turned *off in the .skin file. Find the head_*.skin, lower_*.skin and torso_*.skin of the version you want and combine them together in a single model_myskin.skin, create an icon_myskin.jpg for it and there you have it. (You can check the selected skins using some console command, it might've model.) Well, unless the model supports color customization, in that case you'll probably also need custom shaders or textures.
  20. No, since you need to define the inside/outside zones you'd have to add brushes, which is outside the scope of ent-modding. And thunder/lightning are not supported out of the box; you could create an effect and add that via ent-modding, but it probably wouldn't look all that pretty. If I were trying to create lightning I'd go for a sun-style white light that can be toggled on briefly, but that certainly requires a light compile. (In general you'd probably want to change the overall lighting if you want a nice dark thunderstorm.)
  21. Is your radiant actually in "C:/Program Files/GtkRadiant-1.4/"? On an unrelated note, you may want to consider upgrading to 1.6.
  22. I assume you're talking about blending between different textures as usually used in terrains. You either use vertex colors as alpha values for blending and set the vertex color using brushes as described here or you use an alphamapped terrain, which is typically created using EasyGen as described in this tutorial. (The easygen download link there is broken, try this one.)
  23. Ah, I didn't know about this one. Thanks, I guess.
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