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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. Apparently it can only handle Quake 3 BSP files, not JKA's version. Can you supply a game somewhere?
  3. mrwonko

    Secret Santa 2014

    So impatient...
  4. Please provide screenshots and your shader.
  5. I suggest you go learn Blender before you try to use it. Same goes for reading the manual to my plugins.
  6. 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.
  7. Read the manual included with the plugin, you will have to adjust the hierarchy for it to export properly.
  8. 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...
  9. That's right, screw comments on the internet.
  10. Used to like playing BDC Racing Club and Kotor Flight School with friends roughly 10 years ago. Siege_hoth. Base JKA CTF Maps.
  11. 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.
  12. Try the Q3Map2 Shader Manual.
  13. The * in this case means that all textures will be remapped. You can also enter a specific texture to remap instead and use _remap2, _remap3 etc. to replace more than one with different new textures. This kind of thing should go to the wiki in my opinion, by the way, makes these kinds of additions easier.
  14. Don't tell me what to do, Shirley!
  15. The difference is that for HL2 the source map files are available. Yeah, create a project on moddb, that'll surely do the trick.
  16. It would take even more time and effort than you think, considering there's no easy way to edit a compiled map...
  17. You asked only two questions: The answer is yes to both. You can modify them by modifying the code. Or that's what I think, I'm not 100% sure on it.
  18. Then go play the Force Unleashed
  19. From the looks of it the throwable stuff are custom npcs that you'd have to manually spawn into the maps.
  20. and here I was thinking you're talking about Quake 2... Should be quite possible, might involve some work but in general they should be in one of the pk3 files of that mod, in the models/players/* folders. I don't quite know how SP support for models works, I think you may have to edit the menus...
  21. Oh, MP. Should've said that, might make a difference, I don't think I've ever tried animated MD3 in MP.
  22. Then your exporter's shite.
  23. MD3s cab have per-vertex animations, they'll do nicely. Unless you exceed their maximum dimensions of [-512, 512) units on each axis, but GLM has some similar limits. You'll probably have to do some scripting to make them play it though. Of course you mustn't use misc_model, since that gets baked by Q3Map2. misc_model_static might do, and a func_* with a model2 key will certainly do. Take a look at the switches in SP for some reference on animated MD3s. (e.g. used in the Rancor level, I believe.)
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