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mrwonko

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Posts posted by mrwonko

  1. You need to find out what the name of the model used by Movie Duels 2 is by checking inside the pk3 file(s) of the mod. It will be somewhere in models/players/. Then you need to rename your Jango of choice to use the same name, but only move the model.glm and model_default.skin, keep the textures in place to keep things simple. Afterwards make sure the Jango Fett pk3 file comes alphabetically after the Movie Duels pk3 files so that it takes precedence.

    Alternatively, edit Movie Duel 2's Jango NPC file (somewhere in ext_data/npcs/) to adjust the model used to the one you want.

  2. From what I understand, you need to add an extra tag surface to the model to define where the left saber should go, and weigh it to a bone that only exists in JA. The fact that the bone only exists in JA complicates matters… I think it basically means you can not rely on the automatic JK2 to JA conversion built into the engine, the model has to explicitly use the JA skeleton with the extra bone. I don't know if anyone has ever written a guide on how to do that, or if it's even been done before.

    Now, if we had a tool that saves the result of JA's automatic JK2 conversion as a glm file, that would be relatively easy to fix, but I'm not aware of such a tool existing.

  3. You need to find out why exactly it breaks that texture. Maybe it changes the associated shader? I would take a look at the .shader files of EY4 and see if any of them are for the sand in t1_danger, provided you know what texture that is. Also check the console to see if there are any error messages on t1_danger.

  4. I think the version of my add-on in the Download section here only has an MD3 exporter, no importer. But it does come with GLM import & export. That said, don't use that version, there's a newer, better version available at https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly that I should submit to jkhub some day… But that one no longer has the MD3 exporter, because Somaz has a better one as part of https://github.com/SomaZ/Blender_BSP_Importer.

  5. When I said "editing the map" I wasn't referring to just the .bsp, but also editing the scripts. But FYI you can actually edit the entities in a map without having to decompile it (and losing lighting etc.), it's a process called "entity modding" and there are multiple tutorials about it on this website.

    So one solution would be to use entity modding to change cutscene 2 to run a different script than Mara_Stand.ibi. Another might be to put all the logic into dkyle.ibi and dk.ibi and leave Mara_Stand.ibi empty?

  6. With conversations, it's important to have the correct NPC play the voice line, so that the audio comes from the right direction and the correct mouth moved. Since the level originally had no audio, it didn't have to worry about that, and apparently had all voice lines in a single script?

    I don't fully understand the problem you've encountered, can you link to the map you're editing?

  7. Jedi Academy's skeleton is only more complex in some ways. For example there's another bone for the left-hand saber. But in other ways, it's simpler: you no longer have bones for each individual finger, for example.

    An automatic conversion should still be feasible, and would be the best solution imo. This kind of task does not require any creativity or thought, you simply perform a list of steps. You don't need a human for that.

  8. Oh, of course, yes. I interpreted "need[ing] to shift to lower-poly models" to mean "as models become more distant", but in hindsight it was probably referring to lowering the max LOD level to improve performance.

    So to be clear: One case where the game "needs" to shift to lower-poly models is for far-away models. How far exactly depends on your resolution, if I'm not mistaken.

    I would recommend against omitting LODs for all but the simplest models.

    Circa likes this
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