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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. I just got this mail to notify me of a reply to a status update on my profile feed: It would be convenient if that kind of mail also included a link to the status in question (in this case http://jkhub.org/statuses/user/50-mrwonko/?status_id=3440).
  3. 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.
  4. 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.
  5. Yes, and then they will search for a solution and download OpenJK.
  6. 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.
  7. 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:
  8. The error sounds like it is a hierarchy issue. Could you post a picture of the Outliner with everything expanded?
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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?".
  14. 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.
  15. Using a Radeon 6950 with 2GB VRAM and have no problems in Blender. Then again, if I do modelling at all it's low-poly.
  16. What are you most excited to code, with regards to OpenJK or other Jedi Academy projects? What were your biggest surprises reading the source code? (Positive or negative.) What do you do when you're not working on OpenJK?
  17. In personal conversations pressing tab in the message text area moves the cursor to the search field on the top right, which is utterly confusing. Instead, it should highlight the send button, as it does when writing forum posts.
  18. Don't do complex shapes in Radiant, "just" model them.
  19. I'm not sure how BehavEd could be improved... It supports just about everything you can do (well, almost), its only limitation is it being Windows-only. Or what are you thinking of? I agree with the other Software though - all the visual editors (MD3View, ModView, EffectsEd) could use some shader support, for example, and carcass isn't that great either.
  20. Also, don't save as progressive jpg. And keep the width and height a power of 2, like 256 or 512.
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