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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. You have three options: Roff. Animated Rigid Bodies. Hardly what you want here, but for the record: I think there's a limit on how many of them you can have, but the objects animated this way can have collision detection. MD3. Per Vertex Animation. Size limited to [-512, 512). Take a look at e.g. the button scripts to see how this works. Ghoul2. Bone animation. Need an NPC, or possibly that misc_ghoul2 or whatever it's called, I never tried that. What exactly are you having trouble with?
  2. It's tested up to 2.69, but new Blender versions can load older saves just fine (and mostly vice versa, too) so you can just save as a .blend and load it in a 2.7+
  3. Have vertices in roughly the same places, I suppose. How do you weigh that it becomes a problem?
  4. Oh, I see. GLM only support one UV coordinate per vertex. So you'll have to split the mesh at the UV seams. One way of doing this is to mark those edges as sharp and use the edge split modifier to split sharp edges.
  5. It would appear so, yes. Thanks a lot.
  6. Tags are best imported from an existing model. Textures use custom properties, the plugin adds a panel for that in the object properties.
  7. I'm fairly positive that at least some versions of max can export MD3 just fine.
  8. There's a PDF containing guidelines included in the zip. Did you read that?
  9. Why don't you just import the animation and take a look? Or look in ModView. It's what I'd have to do to find out, too.
  10. Learn Blender, find out how to import the model there, possibly lower its polycount and split it into separate pieces (at least one per texture, possibly more to stay within the 1000 vertex limit and for dismemberment - see existing models for reference on names and hierarchy setup), import the _humanoid.gla skeleton, rig the model to it, export it.
  11. I would guess late JK2, the Yavin part...
  12. As a flow chart, that script looks roughly like this.
  13. The else is not supposed to go inside the if, it should follow it.
  14. Just take a look at the skeleton - there are a couple of bones in the face, like one for each eyelid.
  15. There are no vertex animations, as far as I'm aware... There's no real difference between the face and other bones, so look for rigging tutorials for your modelling program? Which one are you using?
  16. Uhm, so yeah, how about fixing the stylesheets?
  17. 36.0.1, which is where it was "fixed".
  18. So Firefox just fixed their "white-space: pre" implementation to no longer softwrap. But I like my softwrap. (Oh no, once again I already have scrollbars on this post, better start a new paragraph.) Please change textarea style to have "white-space: pre-wrap". Horizontal scrollbars are a pain when dealing with text, where lines only really matter in ascii-art and possibly source-code, which would probably be copied anyway.
  19. Lightsabers are glm models, which already support animations - so that sounds like a reasonable approach. Keep in mind that by default sabers only hurt when you're swinging them, and that you'll need new animations to prevent the saber from penetrating the user visually.
  20. Not possible without modding the code.
  21. Usually this would probably be done using rbgGen vertex, I don't know how well that works for spec stages.
  22. That's not going to work, the point is to have it scroll. Though come to think about it, I'm not entirely sure if a blendfunc add is going to work nicely with alpha transparency... you may need to use an alpha channel instead of black. Gee, it's been a while since I wrote a shader...
  23. I think you can probably use alphagen vertex in a similar way to alphablended terrain.
  24. Spawnflags 2 on misc_model creates way too many brushes, don't use it. If you don't know it, don't worry. If you're manually clipping models, wonderful, keep doing that.
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