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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Exports just fine for me. What Blender Version are you on?
  2. I believe that could be caused by missing UV coordinates on vertices, but moving them shouldn't cause that; is moving really enough to cause the error? Could you upload a .blend that fails to export so I can take a look?
  3. A target_scriptrunner will by default only execute once and needs a count of -1 to be re-usable. You also need to set the runonactivator flag or the script will run on the target_scriptrunner instead of the player.
  4. SET_ORIGIN works, I've used it before. Is the script running on the player? You'll need an affect("player") otherwise. (Maybe be affect("kyle") in JK2.)
  5. Isn't notarget about you being ignored? So just make the prisoner notarget?
  6. I don't quite understand the problem, can you strip it down to a simple example map that I can play around with?
  7. You just use global variables: //(BHVD) declare ( /*@DECLARE_TYPE*/ STRING, "g_greeting" ); set ( "g_greeting", "hello" ); affect ( "NPC1", /*@AFFECT_TYPE*/ FLUSH ) { set ( "g_greeting", "goodbye" ); signal ( "greetingChanged" ); } waitsignal ( "greetingChanged" ); if ( $get( STRING, "g_greeting")$, $=$, "goodbye" ) { set ( /*@SET_TYPES*/ "SET_HEALTH", 0 ); } free ( "g_greeting" ); Don't forget freeing it once it's no longer required as there's a fairly low limit, it may have been 16.
  8. Hello, Your text is very difficult to understand. Is translated automatically? The mostly ends in ziemlichem gibberish. It seems as if you wanted to describe a mod. Sorry, you write anywhere, which is the mod; do you have a link? Oh, and Fluttershy model, you speak of, this is mine? I use allowed in other mods nowhere, so it should be forbidden according to my understanding of copyright. I've got no problem with as long as you mention that it is mine, but it would have been better if you had asked me first. Question in the future, perhaps a man if he likes translate your text into English, which is probably better. Yours sincerely mrwonko
  9. Just wanted to let you know I've not forgotten this, just ignored it. Or something. Hands are hard to model. Basically, I was right all along: So yeah, maybe next year? God I have so many things I want to do.
  10. You could enable "snap to vertex" whilst moving the vertices to get them to align nicely.
  11. The nice thing about convex brushes is that collision detection against them is pretty fast. Yes, it's theoretically faster with less sides, but I wouldn't start optimizing that before finding out how much performance it costs. Now patches on the other side are pretty expensive. I believe it's the collision, although it might be the rendering; at one point I converted a round room from patches to an ase model and gained quite a lot of performance.
  12. Not exactly true; it only works for rigged models, yes, but you can do the rigging in Blender. My Fluttershy playermodel was completely created in Blender to test the exporter.
  13. I too think this is probably related to normals. Blender tends to automatically calculate them, I believe, and may yield different results from the original model. You can kind of check this by enabling Vertex Normal Display in ModView and comparing the models, but it's kind of difficult to see. I can't really think of any solution if that is the case; it would certainly require changes to the plugins, but I'm not even sure Blender can do it at all.
  14. Git (and Mercurial, a similar software) allows you to store old versions of files and go back to them as well as some more advanced stuff that's mostly interesting to coders. These backups can be stored anywhere - usually on your own computer, but you can also upload them online.
  15. Yeah, if you're using the Blender MD3 exporter from my plugin suite, that skips non-triangular faces and prints a message about them to the console. So if there are no triangles in the mesh, it will actually export an empty md3, which md3view can't handle (and which isn't of much use anyway). The exporter pretty bad at failing in a noticeable way and could use some work... And the ASE exporter isn't much better, either - it just silently drops any vertices beyond the first 3 from each face. Since you're talking about backups, you may want to use a version control system like Git for that.
  16. Apparently it can only handle Quake 3 BSP files, not JKA's version. Can you supply a game somewhere?
  17. I suggest you go learn Blender before you try to use it. Same goes for reading the manual to my plugins.
  18. That should really only be possible if you changed the geometry, adding new vertices. It's a somewhat badly worded note that some or all of the hips_belt vertices lack UV mapping. Regarding the other problems, I'd have to take a look at the model in Blender, there must be something off about the hierarchy or something.
  19. Read the manual included with the plugin, you will have to adjust the hierarchy for it to export properly.
  20. mrwonko

    Secret Santa 2014

    Compelled to join, but I have so many plans already, most of them outside of Jedi Knight, but there's also still that video tutorial I'm not quite ready to drop yet...
  21. That's right, screw comments on the internet.
  22. Used to like playing BDC Racing Club and Kotor Flight School with friends roughly 10 years ago. Siege_hoth. Base JKA CTF Maps.
  23. I'm not quite sure, but you might get information on sounds played/loaded if you set developer 1 with cheats enabled? Maybe that's just MP though... If it's a script, try enabling icarus debugging as well... was it "icarus log"? g_debugicarus? something along those lines, ask auto-completion maybe.
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