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Everything posted by mrwonko
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You did not add a custom property called md3shader. You added Ghoul 2 properties, namely you named all your meshes "md3shader" and set a shader for them.
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Are you using my exporter? If not, look into the exporter's documentation on how to set textures. Otherwise, maybe share your .blend file so we can take a look at where you went wrong.
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The source to the G2 format is available so anybody can write a converter from scratch, like I did with the Blender exporter. The jitter is inherent in the file format since bone transformations are stored fairly compressed, as a position with a precision of 1/64 unit and a rotation as a quaternion with 16-bit fixed point components (with a precision of 1/16383).
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Jedi Academy's vehicle system isn't suited for cars, unless you want them to hover like a swoop.
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New HUD for JKA (based on TFU-2) *Help*
mrwonko replied to dark_apprentice's topic in Modding Assistance
Yes there is and I even posted it. -
See Texture tilation when running and testing a custom map.
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New HUD for JKA (based on TFU-2) *Help*
mrwonko replied to dark_apprentice's topic in Modding Assistance
Judging from your German signature you might be able to understand German. In that case, you may want to take a look at these old German tutorials on menu coding: part 1 & part 2. As for getting the bar to fill up nicely: Make the alpha channel for the tics a gradient from 128 to 255 (half to full, with full on the left), then use a shader with alphaFunc GE128 and alphaGen vertex. -
Not on a per-map basis to my knowledge, you'd probably need a custom mod.
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Q3Map2 doesn't know that shader is supposed to be transparent so it miscalculates the vis stage. Firstly, use system/nodraw_solid instead of caulk on the invisible sides of the brush, secondly add... I think it's surfaceparm nonopaque. It might be surfaceparm trans, or maybe you want both, I can't quite remember. Oh, and next time, put your shader in a tag so leading whitespace is displayed.
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You should find out where the crash happens, that will give you a hint about what went wrong.
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How much modification is necessary for you to consider it "absolutely new gameplay"? I suppose Movie Battles 2 or ForceMod 3 don't count but Hydroball does? What about Jedi Knight Galaxies?
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Replacing Boba Fett and Jango Fett models in MB2.
mrwonko replied to Jolly's topic in Modding Assistance
I see. Well it's possible then but annoying - you'd have to actually merge the two models and hide the parts of the other model in the skin files. Although caps might be a problem, I think they need to have specific names... Well maybe you can edit the character files to use a different model path for the mandalorians? -
Replacing Boba Fett and Jango Fett models in MB2.
mrwonko replied to Jolly's topic in Modding Assistance
What other Mandalorian models? -
ups isn't possible without a mod, not sure about a clock but that probably neither.
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Because we love Jedi Academy. Also because it allows for so much modding, and probably partially because it's so old that it's not particularly hard to create new art since you don't have to worry about high-res textures, normal maps etc.
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Because people enjoy things other than Star Wars as well.
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I won't.
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Getting best possible graphics
mrwonko replied to Jango40's topic in Jedi Knight General Discussions
You can probably use some effects injector for obnoxious bloom and color correction if you're into that... -
Make proper use of detail brushes and if you have a lot of patch meshes in one place consider converting them to an .ase model with clip brushes, because collision detection against brushes is much faster than against patch meshes. And this may be too late, but in general try to lay out your map in a way that you can't see much of it from any point.
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There is no 1:1 correspondence between raw and compiled maps. The main problems: misc_models get baked into the bsp in a way that can't be reproduced in the .map formatlighting (light entities, shader lights etc.) gets precomputed and baked into vertex colors and lightmaps, both of which the .map format does not supportto a lesser degree: surfaces lose their brush associations; brushes are purely for collision, surfaces primarly visual (see also: surfaceflags vs. contentflags). In theory this means there are more possibilities in .bsp than in .map; if you used some other means of creating the .bsp, you might be able to create one that can't be created by compiling a .map. But since every bsp I know of has been compiled with q3map2 this isn't really an issue.broken brushes may glitch out in the .bsp - this is usually undesired, but probably still makes for some hard to reverse bsp files.visibility information is completely lostThat's not to say a partial reconstruction isn't possible, but without tools that work on the bsp level (which to my knowledge don't exist, outside of misc_bsp) you won't be able to losslessly reuse maps compiled to .bsp. In short: get your backups sorted or release your sources.
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Need help on completing frankensteining model
mrwonko replied to Kiaiko's topic in Modding Assistance
It's too much work to do properly though. -
the target_teleport is not the destination, you still have to target the target_teleport to a target_position or similar. Or, if you don't need to toggle the teleporter, use a trigger_teleport and leave out the target_teleport.
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Assuming you are talking about multiplayer, as is implied by the death message: /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF CAN_TARGET SILENT NO_PROTECTION SLOW Any entity that touches this will be hurt. It does dmg points of damage each server frame Targeting the trigger will toggle its on / off state. CAN_TARGET if you target it, it will toggle on and off SILENT supresses playing the sound SLOW changes the damage rate to once per second NO_PROTECTION *nothing* stops the damage "team" team (1 or 2) to allow hurting (if none then hurt anyone) only applicable for siege "dmg" default 5 (whole numbers only) If dmg is set to -1 this brush will use the fade-kill method */In particular: Just read the entity description.
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Need help on completing frankensteining model
mrwonko replied to Kiaiko's topic in Modding Assistance
It's rarely easy and fast... There's not really a step-by-step-guide, so no, you'll have to do some learning in order to do a proper job, or get someone to write such a guide. -
cheat/command help - scale/size?
mrwonko replied to JediSully's topic in Jedi Knight General Discussions
I believe if you change your model to that of an npc in singleplayer - I think the command for that is playermodel - its size is applied. But outside of that I don't know of any console commands, especially not for multiplayer, outside of mods.