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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Chances are the problem is in the entities somewhere. (I removed all the assets besides the map and it still didn't run.) Try removing all entities except for an info_player_start and see if that makes it run. If so, bisect the entities to find the culprit(s).
  2. It's not a general problem like you phrase it, it's just a matter of what equation you use to calculate the curve based on the control points and the one used by Quake 3 makes circular shapes difficult. I guess it'd never come in handy. If Q3Map2 is even half-decent it'll just calculate the brush's position and then discard it so there should be no difference in the result between manually setting the origin and using an origin brush. So you can't even argue with brush count. (And if that is in fact a problem I'll go and fix it in Q3Map2 so it isn't.)
  3. It should just be a matter of moving the bespin cop's model.glm and model_default.skin into kyle's folder in models/players, I believe.
  4. Wrong, there are even two representations: -0 and +0. Bruce Dawson has a nice series of blog posts on floating point numbers.
  5. The whole point of having the origin texture is for defining origins. If it were a matter of order you could just use nodraw. But you can't, because that's what origin is there for. I would very much like to get a step-by-step reproduction or a video for the problem you're having... The only problem related to selection I'm aware of is with copying - if you clone an entity, pressing N will edit the original's properties, not those of the selected copy. Anyway, as for wobblyness, that may be due to patches being hard to make perfectly round due to math.
  6. Maybe you confused blocksize and gridsize... The former is for vis, the latter for the light grid. What had you set it to?
  7. No. You can only hard code different times for different states, i.e. save the current location and execute different moves depending on that.
  8. I thought it was just a matter of using a water shader (such as the ones in common)? There may be more effects in SP than in MP.
  9. Besides your current troubles, keep in mind that you can only have one portal in view at any time. If you have multiple (e.g. 6) only one will be displayed.
  10. To what end? Planning to redistribute your map via floppy disk?
  11. Q3Map2 can handle misc_model with either of those formats, as well as .ase (and possibly more?).
  12. Surely Maya can export lwo, obj or 3ds? Those all work.
  13. Okay. Or do you need some specific bone and animation names? Or some tags? Tags are a pain...
  14. That's done with a shader. There's a bunch of transparent gradients in common.
  15. How so?
  16. May or may not work, depending on whether the format has changed since...
  17. You mean the weapons used in first person, which are usually MD3 files? You'd rather use GLM?
  18. Take a misc_model, give it a _remap old/shader/path;new/shader/path property.
  19. Why misc_model_static? Go for misc_model, I'm not aware of any big limitations regarding them (unlike misc_model_static, which should for one count towards the entity limit of 1024) though I never stress tested them. And yes, I too think that you should just use brushes for visibility and physics and go for models otherwise. I'd have to do some research on lightmapped models, but I don't think they're particularly problematic.
  20. https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/ There are a lot of things you have to do correctly for it to work. Take a look at the pdf in the archive and at the vehicle modelling tutorial, which covers most things as well: [sharedmedia=tutorials:tutorials:127]
  21. But that's actually one of the main things your importer should handle, it's bound to happen a lot.
  22. No I wouldn't be.
  23. I have no idea what and SBD gun is, but replacing weapon models isn't all that difficult, provided you can model.
  24. How about upgrading to 1.04?
  25. Could you elaborate on this? Are you thinking about an extra file per face state? Maybe you can ignore the depth? The only thing that causes outward movement on your faces is blowing out one's cheeks, right?
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