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Everything posted by mrwonko
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Yeah, that's just an unnecessary source of confusion. In the glm format a vertex can only have one UV coordinate, so if two faces have different uv coordinates at a vertex (i.e. the edge is a seam, a cut in the uv map), that has to be exported as two vertices. But that's really something the exporter could take care of. In general this topic made me realize how unnecessarily complicated the creation of playermodels is - a dedicated tool could make it a lot easier. I have a lot on my hands at the moment but once I'm done with all that I may take a look at creating such a thing, but yes, currently creating playermodels requires a ton of technical knowledge and you have to keep dozens of things in mind.
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It's GPL, so it's 100% legal. If the GPL release was legal in the first place.
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The only trouble I have is the 2D & 3D view not staying in front of the main window, but I work around that by giving the main window its separate place like so. No, the problem is with ERROR: CSynapseServer::Resolve, failed to resolve config for coreHowever it's too sparse on details to know why exactly it fails. I believe radiant fails to load one or more of the many plugins it needs, but it doesn't specify which ones. If you could get your hand on a debug build (no, I can't compile one) you should get some more information on the plugin loading which may or may not help narrow down the problem.
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No, he just has to supply them to people who buy it. Those are free to redistribute it, obviously
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This is drifting into offtopic, but allow me to counter: Creating a great JKA mod can improve your portfolio and give you experience, leading to better jobs that make you more money. I'm pretty sure I primarily have JKA and its community to thank for where I am today, without modding I probably wouldn't have gotten into coding.
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One for each Level of Detail. You shouldn't modify them after the import. There's a manual included in the plugin .zip, take a look at that for explanation on the hierarchy and other things required. You may not need multiple LOD levels that much - in that case just unparent model_root_1, _2 etc. so they're no longer in scene_root, which contains all that gets exported.
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In the interest of anyone reading this, I'll not answer this in a PM. Take a look at the Outliner in the top right of Blender - it displays your object hierarchy. Your models have to be properly placed in it. To parent an object to another, select the future child first and the parent second and press ctrl+p. A proper hierarchy is important for numerous reasons: The exporter uses it to determine what should be exportedThe exporter uses it to determine which Level of Detail a given object hasJedi Academy uses it to determine what should come off if a limb is severed (for example, r_arm and its children will come off when you severe the right arm)If you want your model to have multiple Levels of Detail (LOD), you also need to supply your new parts in different LODs or they'll just vanish as the model moves further away from the camera and the LOD switches. Since the GLM format saves some information only once for all LOD levels (e.g. the hierarchy), the exporter has to be able to tell what objects are the same in different LOD levels. (In previous versions of Blender length also used to be a problem, since object names were quite limited in length and some glm surface names exceeded that limit.) This is done using custom properties, of which Blender allows any object to have any number of. To simplify the process, I added a new Ghoul 2 Properties panel to the object properties (bottom right, in the cube tab). Besides the object name this also allows you to specify the shader (usually later overwritten by a .skin file though), whether this surface should be off by default (caps for severed limbs don't get enabled until they're no longer connected) and whether it's a tag surface (used only to specify a location but not actually rendered - e.g. where a weapon is held). You don't have to worry about turning surfaces off or creating tags since you're using an existing model as a base, so all those surfaces already exist. You do need to add the G2 Properties to your new objects and at least set the name though. In order for the vertex groups to be used as weights (or if you decide to use bone envelopes instead) you'll also need to add an Armature Modifier to each object - that's done in the wrench tab in the properties. Consult my tutorial on creating new vehicles with blender for additional information and images.
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I can take a look at the .blend file, this sounds quite intriguing. If something goes wrong I need the exporter to error, otherwise the kind of confusion you're experiencing arises. So I have an interest in knowing what's up. You don't need to weight by manually setting vertex groups, by the way - you can just use the bone envelopes. Refer to just about any Blender tutorial on weighting for that. I just use vertex groups when importing because that's basically how weights are saved in .glm files - each vertex lists how much it is affected by each bone. But when you weight a model you don't want to manually specify that... (Well, there's weight painting that helps, but still.) To verify your weighting works correctly you can select the skeleton and go to pose mode (change it from object mode in the menu bar below the 3D window), then move some bones and see if the mesh moves correctly. Because I have a feeling you might have made a mistake there since you did it the complicated way. Possibly. I have to look at the .blend to know for sure.
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q3map_shadeangle for static lighting.
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I guess that's what I get for briefly being active in development there as a ja modder... Well, if it was a Jedi Academy specific radiant question I might actually know best though.
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The syntax is if(booleanExpression) {...}If the boolean expression evaluates to true, the block is executed. that is, in if(true) f(); if(false) g();f gets executed and g does not. Comparisons (==) return a Boolean value - two things are either equal or they're not. But you never need to compare two Booleans - they're already either true or false. Instead of x == true you might as well right x, and instead of x == false you can write !x. Also, C (and by extension C++) loves implicitly converting variables. Like int to bool - 0 is false, everything else is true. So if(42) evaluates to if(true). By the way, if ( functionname() = 1 )is illegal. = is for assignment, while == is comparison. So that means "assign 1 to the result of this function call". You can't assign a function return value a different value. Assigning a value to a variable on the other hand is totally valid and returns the assigned valid, so if(a = 1) will set a to 1 and return 1, which evaluates to true. But that's rarely what you want. That's mostly a question of naming your functions and variables in a sensible manner. Which Raven did not do in this case, it's hard to tell when activeDefense returns true. (When you have an active defense?)
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Wrong, Goldsrc/Source are based off of q2, as is evident by the lack of patches. But agreed, a better editor would rock. Hammer is not much better though, is it? Valve's lack of confidence in it is what led to the creation of the portal 2 editor after all, and if even its developer thinks it lacking that bodes ill. Wait what? Why would you annoy me? I only made them include the JAPack and am otherwise unrelated to the radiant development.
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I don't speak Spanish, but I believe he's saying he's a graphics designer who made some Marka Ragnos model and is now looking for a mapper capable of creating easygen terrains and a programmer for a mod he wants to do. I suggest you learn English, automatic translators are not very good. (Edit: No, I did not use an automatic translator, contrary to what Circa implies below. I'll keep this an edit in the interest of not derailing the thread)
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Blender is capable of batch processing. Some adjustments to the plugin may be required, I don't know, I've never looked into that kind of stuff, I just know it's possible.
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It's probably not related to the problem, but you chose the wrong directory: Create directory C:\Users\luke\Downloads\Mods\Star Wars Jedi Knight Jedi Academy\GameData\base/basePresumably you selected GameData/Base when you should've selected GameData. engine path : 'C:/Users/luke/Downloads/Mods/Star Wars Jedi Knight Jedi Academy/GameData/base/' executables path : 'C:/Users/luke/Downloads/Mods/Star Wars Jedi Knight Jedi Academy/GameData/base/'These should be .../GameData/. Path selection has never been very user friendly in GtkRadiant... As for your problem, I don't see any errors in that log... So it's pretty hard to know what the problem is.
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I have two things in mind - what happens if I do both? Mega present? I guess it doesn't matter since I'm unlikely to finish both... :-)
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This seems quite interesting from a game theory standpoint - if somebody already opened a present you fancy you have to decide: do you take it away and know what you get? Or will you open a new one hoping it'll contain something even better? Maybe you take something you think only you like so it won't be taken away. Still it feels like those that get to choose later have a bit of an advantage - they can choose between all the opened presents and the chances of the remaining presents containing something awesome get smaller and smaller. Or do they? Not knowing what is in the remaining presents means you have to guess since you can't know what's to come... It's possible they're the best ones but it's hard to judge. Since I'm so intrigued I'll probably participate, by the way.
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You actually registered to spam? Wow. Voicing concerns is one thing, but actively sabotaging/disrupting it is pretty disgusting.
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You set the texture to use with the md3shader object property as shown in the video at 1:45. You have to use relative paths to Base, so if your texture is in C:/Games/Jedi Academy/GameData/Base/models/map_objects/my_awesome_map/great_texture.jpg you'd set md3shader to models/map_objects/my_awesome_map/great_texture
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So why should I go there instead of JKHub? Does it offer anything new?
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So you model in Blender, then export to 3ds max, where you export to md3? There are md3 exporters for Blender too, why not give those a try? And don't forget to read the exporter's manual/readme; chances are you have to apply the texture in a certain way for it to be exported correctly.
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If you use paragraphs to make your posts more readable the chances of them being read increase. Walls of text are discouraging.
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No. I can't talk for anyone else, but personally I just stopped working. I'm not busy doing something else, I have enough spare time whilst not at uni to do a decent amount of work. I'm just too lazy. That said, changing that will only lead to me being more busy at first because I have to prioritize uni work. But the next priority after that is that big old mod I still haven't finished. That said, I'm all for new people getting into modding. I'm not so sure about the tutorial situation though - a lot of them have been lost through the ages. But I still plan to remedy that and write more. If this whole "stop being lazy" thing works out, I will.
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Why? It's fine to make money off your work. He just has to provide the source code as per the GPL, but to my knowledge only to those who buy the program. (Although they are then free to redistribute it as they see fit, provided they keep the license.)