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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. cull none, twosided and disable are exactly the same. Which model is this?
  2. With some coding an x-ray effect is far from impossible - you'd just need a skeleton model that would be placed inside the zapped person. Then you give the original model a transparent glowing shader and you're basically done, I think. Not sure how good it'd look, transparency and overlapping surfaces might look weird and an actual Fragment Shader might achieve a better result but that would be way more work. But cool. There's an illegal port of Quake 3's skeleton player model which you shouldn't use, except possibly as a placeholder until you have a proper one.
  3. Yes, importing is usually a great guideline. There's no MD3 importer included in my suite though, but you can convert to GLM using MD3View as mentioned before and import that, or find a separate MD3 importer.
  4. There's a manual included with the suite which contains most plugin-specific information, the rest is a matter of learning to use Blender. As for scale, you can open existing models in MD3View and enable the Bounding Box (Ctrl+ B) to display their dimensions. Unless you scale them up during export it's a 1:1 scale, i.e. 1 Blender unit = 1 Jedi Academy unit.
  5. It can't be added with entity modding, you'd have to either compile the map again or convert it to md3, which is the only model format you can add with entity modding.
  6. As you noticed, you can actually just read the file since it's in plain text. Hence the name - Ascii Scene Export. It's a simple file format for static models. The format is supported by the map editor and Q3Map2, the compiler; Jedi Academy however does not support it. This is not a problem when using misc_model to place them since Q3Map2 will handle them, but they don't work as misc_model_static, misc_model_health_power_converter et al. and thus can't be used for BSP editing. Since they get embedded in the .bsp file by Q3Map2 you don't actually have to include them in your .pk3 file; they're like the .map in this regard.
  7. You'll have to upload your map to get anything but guesses. My best guess would be that there is probably a brush, but it's hidden or filtered.
  8. Autoclip creates one brush for each triangle on the model, extending a little towards its back. This can only legitimately be used on models that consist solely of large triangles, like terrains, in my opinion.
  9. Right, .surf files. I didn't think of that since base models don't use them and I never used them either.
  10. What exactly do you mean? Shiny like on textures/factory/env_siding? Specular-ish like on models/map_objects/kejim/ravenbody? Something else?
  11. Ugh, this is somewhat tricky. The model has caps for those holes, but they default to off. It's a flag in the model.glm file that controls this; I guess you'd have to disable it, i.e. change the .glm file (work with a copy). If you import the model with my Blender plugin, you can change the flag (should suffice to do it in LOD0 since it's shared across LODs) and re-export the model; it should still work. I never tried this, but it ought to work.
  12. Or it might simply give you a small nerdgasm. Lovely.
  13. Could somebody write a script for Blender that splits the selected mesh(es) at the UV seams? I'd do it myself but I'm probably busy until mid-July. You can take a look at the 3ds exporter, which does this. (Alternatively, add this functionality to the GLM exporter in addition to applying all modifiers besides armatures and triangulating it.)
  14. Short answer: Bascially no. Long answer: You can import premade geometry ("prefabs") in Radiant, but there isn't much available. You can place the models that come with the game using misc_model, but you'll still have to manually add clip brushes to prevent players from moving through them. Either way you'll still end up having to put a lot of work in.
  15. There's EasyGen for creating terrains, and geometry can also be modeled (e.g. in Blender, which isn't really any easier if you're new to it), but in the end you'll always have to use the Radiant to make it playable.
  16. " error is a known bug/issue with Blender, and there's an easy fix for it. I wouldn't call it a bug, it's just a missing feature. Ghoul 2 models are split at the seams, and since the exporter can't do that automatically, you have to do it manually.
  17. Not really, you just need to fix the weights if you move stuff around. Unless having to put in some work means being screwed to you.
  18. It's probably a matter of weighting, actually. Without reweigthing, a moved mesh will transform weirdly when bones are moved.
  19. Ideally put it in the JK2 folder; or at least replace JKA's _humanoid.gla with that of JK2 while importing.
  20. Yeah, the UV stuff is quite annoying... I should write a script to do all the necessary preparation (or better yet adjust the exporter to do it) but I really don't have the time or motivation. In GLM, every vertex can have only 1 UV coordinate. Blender does not have this limitation, but a model that doesn't meet it will not export. One way to find seams is to use a gradient (like this one) as the texture. Wherever there's a seam in the texture, the model has to be cut, too. (Too late, eez, I was already here.)
  21. Take a look at the source code, I bet some of the non-existent paths are defined there. You can just do a text search for the paths in question. Chances are the layout is defined there as well, if there's no .menu file for it.
  22. Are you talking about GLM for player models? In that case something like 32 bones and 1000 vertices and one texture per mesh (though you can have multiple meshes per model), 4 or so bones per vertex (though my exporter will drop the least influential bones if there are too many), 3 sides to a face, very importantly 1 UV coordinate to a vertex (meaning you have to split the mesh at the seams (which to be honest the exporter should be capable of doing)) and normals are exported on a per-vertex level, so enabling smooth shading gives an accurate representation of the ingame look. Or is this about animated md3 models? In that case I'm not entirely sure, size limitations (range [-512, 512)) aside. Or do you want non-animated (misc_model) map models? Those are baked into the BSP by Q3Map2 and thus have very few limitations.
  23. The tutorial mentions a rgoer template that's supposedly required... Download on there is broken though.
  24. Do non-terrain textures show up fine? Which shader templates are you using when exporting from easygen?
  25. Instead of `multiple lines` `of code`you should write ``` multiple lines of code ```in the wiki. That way you don't get a separate code box for each line.
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