Jump to content

mrwonko

JKHub Staff
  • Posts

    1,585
  • Joined

  • Last visited

Everything posted by mrwonko

  1. 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.
  2. The difference is that for HL2 the source map files are available. Yeah, create a project on moddb, that'll surely do the trick.
  3. It would take even more time and effort than you think, considering there's no easy way to edit a compiled map...
  4. 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.
  5. From the looks of it the throwable stuff are custom npcs that you'd have to manually spawn into the maps.
  6. 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...
  7. Oh, MP. Should've said that, might make a difference, I don't think I've ever tried animated MD3 in MP.
  8. 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.)
  9. I don't think anybody's created a tool for it (although that would probably be possible, with enough work); have you checked out Sith-j-Culley's Mustafar map for JKA?
  10. Though you have to keep in mind that the impact of normal maps is fairly limited without dynamic lights.
  11. Okay, after some German PMs I understand the question. The goal is creating movies in multiplayer, the problem is getting lip-synced voices. It's possible by changing taunt sounds, but that leaves you with unwanted taunt animations. Sadly, I can't think of anything short of coding something yourself... Though it does sound like a feature that could fit into jaMME, maybe ask for it to be added there? Anybody know who was behind that again so we can ping him? Maybe I'm missing something though... Are there some chatwheel-like soundbites for siege or something?
  12. Is that a newly created map on Radiant 1.4? There's a save bug in 1.4 from Vista onwards, either change the save dialog to the GTK version in the preferences, in which case you'll have to manually add .map to the filenames, or preferrably upgrade to 1.6.
  13. You saved them as progressive jpegs. Those are not supported. Check the image save settings.
  14. So what do you even mean by that? A nice model? Or a full mod that changes gameplay so you can fly around, repulsorblast people and shoot lasers? I'd like a full Marvel Mod, please.
  15. Here's your quick tutorial: 1. paint picture. Make sure it's width and heights are powers of two, e.g. 128, 256, 512 or 1024. 2. save as jpg (not progressive!), tga (uncompressed) or png into textures/subfolder_for_tidiness in base or your mod's folder 3. remember to add textures to pk3 when shipping, ideally test pk3 in clean base folder
  16. I'm fairly sure you can also link a misc_model to a func_*** to have Q3Map2 attach it to it.
  17. Dad*Mad made a JK2 remake of Canyon Oasis that should also work in JKA, though you might need to extract some JK2 textures that are missing in JKA. Google says you can get it here.
×
×
  • Create New...