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Everything posted by mrwonko
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can't get the normals right/transparent model issue
mrwonko replied to Mandalorian's topic in Modding Assistance
What parts are you talking about? It appears quite correct to me. You can check by enabling Backface Culling in the Shading settings and enabling face normals in the Mesh Display settings when in editing mode. -
I agree, a model is in order. You don't even need to scale it, as far as I remember you can set the patch level of detail with a q3map2 switch when creating an ase.
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No chance without a script.
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I've never used the goodie key thing, but from the description it sounds like you'd have to set the message to "goodie" specifically - not "blue" or anything else - which will make them drop a key that works on all doors with the "goodie" flag. What you're actually looking for is probably the misc_security_panel, which can have an arbitrary "message", which you can match on the npc. As for the staying open while your nearby: Use a trigger_multiple with target and target2 both set to the door, which is set to toggle - that way it will only fire its target once (and thereby open the door) until its condition (i.e. somebody is in there) is no longer met, at which point it will fire target2, closing the door. There's no dynamic lighting and I can't think of a nice way to emulate it. I believe you can make a func_usable toggle a oneshotanimmap, and you could move it via script, but even then it'd be an absurd amount of work that achieves little. Or, if you'd like to get even more complicated: There are animated lightmaps in jka - you can toggle lights, after all - and in theory that technology could be used to swap lightmaps when the door is opened. There are no tools for creating that though, you'd have to change Q3Map2 to make it possible. My advice: Just don't. You can choose which way you'd like the door to be lit since you can move it to its open position and make it start_open, but beyond that just accept it.
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Blender player model - whole progress in this program
mrwonko replied to Langerd's topic in Modding Assistance
Looks like 3h was a terrible underestimation of the time required, since I've now roughly spent that much time and I'm nowhere near done... But I actually want to finish this model in a good quality, so I'll keep at it until I'm satisfied. It will be a couple more days since I'm only spending a couple of hours each day... Hofstadter's Law strikes again. So I'll have to turn the modelling into a time lapse, having multiple silent hours in the video is not going to be of much use. (I've turned off the mic after the initial explanations since there's not much to say about the modelling.) -
Blender player model - whole progress in this program
mrwonko replied to Langerd's topic in Modding Assistance
Just wanted to say I haven't forgotten you, I had meant to have this done already but I'm bedridden with a cold at the moment, it'll be a while. -
Blender player model - whole progress in this program
mrwonko replied to Langerd's topic in Modding Assistance
all right if I'm bored I'll take an hour or three and record creation of a full player model with everything that entails; that may not be quite as annoying as writing a tutorial, actually. -
Blender player model - whole progress in this program
mrwonko replied to Langerd's topic in Modding Assistance
They take forever to make though... It's hardly worth it anymore, there's barely any modders left. -
Blender player model - whole progress in this program
mrwonko replied to Langerd's topic in Modding Assistance
You can import the games' glm files and see how they're laid out, your model needs to be similar. You don't have to weight using vertex groups though, bone envelopes will do nicely; they just get irrevocably converted during export and thus can't be recreated on import. For now, learn how to animate a model using an armature in Blender. The rest is just a lot of repetitive, annoying but simple work, namely splitting the mesh at the uv seams, separating it into lots of objects and creating the right hierarchy and setting the Ghoul 2 properties. And the LODs, if you feel like doing all that work twice, thrice or even 4 times. -
As far as I remember the devs gave the green light to porting jk2 assets to jka.
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Just play as anybody and imagine it's proxy in disguise
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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.