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Everything posted by mrwonko
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If you have a couple grand to spare for 3DS Max, sure.
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Map is Leaking Even Though It's Only misc_models in a Skybox
mrwonko replied to DarthDementous's topic in Modding Assistance
More like Map Leaked hidden. Don't ever "solve" this by making a box, go and plug the holes or your vis will turn out shit. -
Looks pretty set in stone to me. You only get to have torsoa, l_armb etc. variations for customizable models, but other than that it appears to be fixed.
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A couple of years ago the game's source code has been released, since then the community has started maintaining the game, fixing bugs and making improvements (without changing the gameplay). This project is OpenJK, and it's compatible with most (all?) mods. The first official release will apparently be in the coming months, although preview builds are already available.
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The cap surface is hidden until dismemberment occurs, at which point it's made visible. I don't see why it couldn't contain modeled bones etc., I've had that idea myself at some point. Just keep in mind that since it's a single surface you can only use a single texture, so some nice UV mapping is in order.
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Map is Leaking Even Though It's Only misc_models in a Skybox
mrwonko replied to DarthDementous's topic in Modding Assistance
It's important to note that there's a difference between entity leaked and map leaked. -
Well, this is a very inconvenient way to go about it, but I suppose so.
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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.
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Map is Leaking Even Though It's Only misc_models in a Skybox
mrwonko replied to DarthDementous's topic in Modding Assistance
Simply upload the map, everybody's just guessing at this point. -
I wasn't quite sure since it's been years since I worked on the exporter, but you've confirmed it.
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Map is Leaking Even Though It's Only misc_models in a Skybox
mrwonko replied to DarthDementous's topic in Modding Assistance
Please upload your map so we can take a look and find the problem. -
As I said, the exporter mostly ignores modifiers. I certainly have no intention of looking into this before September, if at all.
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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.
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Looking for a Blender .MAP Exporter that Works with 2.72
mrwonko replied to DarthDementous's topic in Modding Assistance
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.) -
You can write a better exporter.
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Blender 3d GLM/GLA I/O plugin Assistance thread
mrwonko replied to FuzzyTosser's topic in Modding Assistance
That's a problem with the exporter and can't be fixed without fixing the plugin. -
re-texture-texture problem with .SKIN file
mrwonko replied to dark_apprentice's topic in Modding Assistance
Does the cape texture actually have an alpha channel with the deleted parts transparent? -
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.
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The glm file is just the 3rd person version of the weapon, in first person the md3 models are used.
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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.
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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.
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How convert a Customizable skin into a single skin?
mrwonko replied to Arma3Adict's topic in Modding Assistance
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.