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Everything posted by mrwonko
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Feel free to share a map where such a problem exists and we can tell you why it's happening.
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If you just have a func_door with no targetname a trigger for opening and closing it will automatically be created, no need to do anything else. If you want to place the trigger manually (and again, you usually don't need to) use a trigger_multiple and set both the target and the target2 to the func_door's targetname.
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Sounds very much like a UV problem. There may be a face with no UV Map, or a face with less than 3 vertices, but the latter should be impossible...
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Mr. Wonko's Blender Plugin - Unidentifiable Errors
mrwonko replied to Lamented's topic in Modding Assistance
Properly unpack the models folder into GameData/Base. In order to be able to load a .glm it is REQUIRED to load the gla. The two belong together. Since the .gla name referenced in the .glm is relative to GameData/*/ (it has to be), the importer needs to be able to find GameData in the path and the .gla in the same folder as the .glm - usually .../GameData/base/models/players/_humanoid/_humanoid.gla. Also, read the manual that's included in the .zip file. -
Frontside of my custom model receives no highlights and shadows
mrwonko replied to Boothand's topic in Modding Assistance
I would imagine that to be in some way related to normals, though I can't tell how exactly. Maybe they're facing the wrong direction and the material is two-sided? -
Master servers are going down on 31st of May 2014
mrwonko replied to Atera's topic in Jedi Knight General Discussions
By the way, does this forum have an ignore option? -
Adding different texture to lightsaber hilt
mrwonko replied to ShenLong Kazama's topic in Modding Assistance
The game needs to be able to figure out where the path ends. To figure that out it looks for the first null-byte. Since there is no null-button on your keyboard you'll need to set the raw value, which is possible in a hex editor. -
Adding different texture to lightsaber hilt
mrwonko replied to ShenLong Kazama's topic in Modding Assistance
Pretty much any Hex Editor will do, like Tiny Hexer to name one I've used. Just make sure to press the "Ins/insert" key so the cursor highlights the current character, overwriting it when you enter something, as opposed to inserting it in front. Make a backup Open the file in a Hex Editor of your choice Search for the name of the texture you want to replace (you may need to switch on a "text search" mode) Hex Editors usually come with two columns - the raw bytes and their character interpretation. Select the texture you want to overwrite in the character interpretation, switch on overwrite mode ("insert" key) and enter your new path In the raw byte column, terminate the name with a 00 byte. -
Adding different texture to lightsaber hilt
mrwonko replied to ShenLong Kazama's topic in Modding Assistance
Texture paths in .glm files are safe to edit (with a hex editor) as long as you take care to overwrite and not insert or delete so nothing in the file changes its location. Paths are terminated with a 0 byte and limited to 63 characters. -
Swap the last two stages.
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If you only edit an existing model the only way to get the UV seams error (besides the obvious UV editing) is merging vertices... As for the name, be aware that the object name in Blender is of no relevance whatsoever, there's a ghoul 2 name in the object properties that gets used. I'm not sure how duplicates in there are handled, but they should be avoided.
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Master servers are going down on 31st of May 2014
mrwonko replied to Atera's topic in Jedi Knight General Discussions
Yes, and then they will search for a solution and download OpenJK. -
Master servers are going down on 31st of May 2014
mrwonko replied to Atera's topic in Jedi Knight General Discussions
The masterserver to query is hardcoded in the client (jamp.exe), so any replacement for that can also change the masterserver(s). In short, just use OpenJK. -
Master servers are going down on 31st of May 2014
mrwonko replied to Atera's topic in Jedi Knight General Discussions
No, we have our own JKHub master server. And the gamespy masterserver isn't even used by JA to find games, it's only used by the GameSpy client, and to quote myself: -
Master servers are going down on 31st of May 2014
mrwonko replied to Atera's topic in Jedi Knight General Discussions
Hardly. Who uses GameSpy anymore? -
Master servers are going down on 31st of May 2014
mrwonko replied to Atera's topic in Jedi Knight General Discussions
Like what? And why would we care? -
The error sounds like it is a hierarchy issue. Could you post a picture of the Outliner with everything expanded?
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Unless you think that this is acceptable I need a better Massassi for a mod I'm sometimes working on. I can rig and export it myself, and if need be I may even be able to model it (though I'd rather not, it'd turn out okay at best), but I sure can't texture it nicely. So I'm hoping somebody would at least model & texture one. As far as I can tell Massassi have a pretty human stature and thus should fit the _humanoid skeleton nicely, but since they'll be NPCs a custom skeleton is at least possible in theory. Having a couple of surfaces that can be toggled to differentiate between ranks or just individuals would be a nice bonus but is not required. Reference: I'm not looking for the golden armor (except maybe to toggle). So yeah, if somebody wants to help with that I'd appreciate it. This isn't urgent, I currently hardly have time to work on the rest of the mod myself. Thanks, mrwonko
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There are three reasons why it may not show up: 1. it is hidden. I don't think my importer hides anything though... 2. the import worked, but it's simply an empty model. In this case you should at least get a scene_root object. 3. the import failed. In this case you should get an error message.
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New Modder - Where should I start?
mrwonko replied to PirishLad's topic in General Modding Discussions
If you're experienced with modelling an obvious place to start are new player and weapon models (including lightsabers). Preparing them for export is a bit of a pain though since the format has some annoying requirements that few if any of the exporters can handle automatically. You can also create a map almost entirely out of models - you just need to place some colliders, entities and antiportals in the map editor later. -
I'd like to see an SP mod that changes the combat to something more like Devil May Cry. I guess The Force Unleashed is somewhat like that... Well I feel like that would be a fun new way to experience it.
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You probably did not read the documentation or follow it correctly. Once again, put the stuff in the correct folders, paths are relative so there's always the question of "relative to what?".
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Yeah, check this out.
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Don't save it to your desktop, for starters. It belongs in gamedata/base [or your mod's folder]/models/map_objects/***/. Radiant should be able to display ASE just fine. If Radiant can't handle the model Q3Map2 probably can't, either, they use the same functionality for loading them.