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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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?
  2. ups isn't possible without a mod, not sure about a clock but that probably neither.
  3. 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.
  4. Because people enjoy things other than Star Wars as well.
  5. You can probably use some effects injector for obnoxious bloom and color correction if you're into that...
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Yeah there's a bit of a lack of resources on how this all works... Maybe I should record a tutorial video explaining it in some detail, but I wonder how many people would still benefit from this, I don't think there are that many people looking to get into making Jedi Knight player models anymore.
  13. No, I want immediate notification, but only once per thread visit. With daily digests I'd get a mail every day there's an answer, even if I haven't read any yet, and probably only once the day is over and not immediately after the first one. Nah I managed to download it all right. You managed to put the skeleton below the head of LOD1 in the hierarchy, but that's not a problem, the exporter just looks for the name "skeleton_root", wherever it may be. Talking about LODs, doesn't look like you properly understood those, at least I don't think you meant for your model to only consist of legs. Did you export as MD3 at first and then convert using MD3View? Yeah, that would hide the lod-problems and destroy your animations. So when I first tried to export a GLM I got an Error "skeleton_root does not match specified gla" because I tried to export into Jedi Academy's base/models/... folder when it uses the JK2 skeleton. Would have been nice if you had specified that you're working on a JK2 model, but I figured it out. So I exported it into the JK2's base/models/... instead and that worked just fine, as far as animations go. Anyway, I can't help you in any more detail until you become a little more specific with your problems than
  14. It's just that the bloody forum software here sometimes doesn't notify me of new replies. The only alternative would be to get a mail for every single new post, but why the hell would I want that? I want one mail until I visit the thread again, but apparently the coders didn't know the difference between a thread and a forum. Blargh. Please upload the file somewhere I don't have to install some stupid application to download it, say Mega.
  15. Won't hurt, also post a screenshot of the settings you use to export.
  16. If you're using my plugins, read the manual. It describes what it has to look like to properly export, and what settings to use when exporting.
  17. Click the fork button on github to create a copy (a so-called fork) on your own profile, upload the changes to that fork and github will display a "create pull request" button.
  18. Yeah, I thought of this and didn't mention it due to the running backwards thing. Not a reasonable solution. I still stand by the "just use a target_activate" thing.
  19. You can probably fake it using multiple triggers that (de)activate each other... Like have 3, one that activates the middle one when you approach it from the correct side and one that deactivates it when you approach from the other one (using a target_activate/target_deactivate).
  20. It can be changed it in the source code, just like pretty much everything you could possibly think of.
  21. Yes. Well, the format itself imposes no limit, but JA will refuse to load anything with more than the aforementioned 1k verts.
  22. I'm only aware of a vertex limit per mesh, which is 1000, but a hilt can consist of multiple meshes and I'm not sure if there's a limit on their number.
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