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Everything posted by mrwonko
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Blender player model - whole progress in this program
mrwonko replied to Langerd's topic in Modding Assistance
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. -
You could enable "snap to vertex" whilst moving the vertices to get them to align nicely.
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Caulk vs nothing (another optimization thread)
mrwonko replied to Boothand's topic in General Modding Discussions
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. -
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.
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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.
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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.
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Apparently it can only handle Quake 3 BSP files, not JKA's version. Can you supply a game somewhere?
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Double sided (cull disable) + transparency shader, possible?
mrwonko replied to Psyk0Sith's topic in Modding Assistance
Please provide screenshots and your shader. -
I suggest you go learn Blender before you try to use it. Same goes for reading the manual to my plugins.
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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.
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Read the manual included with the plugin, you will have to adjust the hierarchy for it to export properly.
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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...
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That's right, screw comments on the internet.
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Your all time favourite MP map(s)?
mrwonko replied to Angel Soul's topic in Jedi Knight General Discussions
Used to like playing BDC Racing Club and Kotor Flight School with friends roughly 10 years ago. Siege_hoth. Base JKA CTF Maps. -
Trying to hunt down a particular sound file
mrwonko replied to BruceJohnJenner's topic in Modding Assistance
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. -
Is it possible to create new saber colours?
mrwonko replied to BruceJohnJenner's topic in Modding Assistance
Try the Q3Map2 Shader Manual. -
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.
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Don't tell me what to do, Shirley!
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The difference is that for HL2 the source map files are available. Yeah, create a project on moddb, that'll surely do the trick.
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It would take even more time and effort than you think, considering there's no easy way to edit a compiled map...
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Is it possible to create new saber colours?
mrwonko replied to BruceJohnJenner's topic in Modding Assistance
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. -
Is it possible to create new saber colours?
mrwonko replied to BruceJohnJenner's topic in Modding Assistance
Both. -
bevel glass wall doesnt reflect the blaster shots
mrwonko replied to Langerd's topic in Modding Assistance
Probably a bug? -
Then go play the Force Unleashed