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Everything posted by mrwonko
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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.)
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Nice! I see there's gamepad support. What about mouse & keyboard?
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WIP: ROFF Exporter Plugin for 3ds Max...
mrwonko replied to Archangel35757's topic in Coding and Scripts
I'm not sure there's a right way to do that... Probably situational. But in general a common start point sounds simpler, even if it wastes some space since it saves frames with no movement. But given how small the format is that hardly matters. -
Couple of quick questions RE: Source Code
mrwonko replied to Almightygir's topic in Coding and Scripts
I'm not entirely sure, but I think I remember you. The main curators of the JA source are the OpenJK team. They've already separated the rendering part of the engine into a dll with an option to load a different one instead. I believe @@Xycaleth wants to make a custom renderer at some point but I don't know if he's started yet. -
Just multiply the gradient from white to black with a wave that goes from 0.5 to 1 and back (I believe that means base = 0.5, amplitude = 0.5?), I guess. (Multiply should be blendFunc GL_DST_COLOR GL_ZERO, if memory serves.)
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Sorry about that, I've somehow missed the message with the link. But now MoonDog's already helped, so yay!
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WIP: ROFF Exporter Plugin for 3ds Max...
mrwonko replied to Archangel35757's topic in Coding and Scripts
I can't really tell you anything without investigating the code in depth. -
Usually you'd do the opposite - use the clip texture so the player can't get closer than 2 units to the wall anywhere. To let the player pass through a brush you need to write a custom shader for each texture you use and it allows the camera to move inside the brush as well, which you don't really want ever.
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I suppose it's not called that... What's it supposed to do?
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Discussion - Vertex Facial Animations
mrwonko replied to Tempust85's topic in General Modding Discussions
Why? Just do it properly. It's the only way that does not involve a shitload of coding, new models formats and whatnot. -
Nope, we'd get sued.
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Take a look at q3map_surfaceModel, it should do what you're looking for. Not sure how well it holds up with slopes, but I guess if you create the models with that in mind (i.e. lower them into the ground) it should work. Maybe create a separate model for slopes.
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Could you provide a simple version of the map you're using? I don't think the problem is with the script.
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Brushes cracking/splitting up. Any way to avoid?
mrwonko replied to Boothand's topic in Modding Assistance
I find that moving individual vertices (via V) tends to lead to problems so I use the 3-point-clipper (X) instead. Also take a look at the brush cleanup, it may or may not help. -
Discussion - Vertex Facial Animations
mrwonko replied to Tempust85's topic in General Modding Discussions
Put an MD3 head on your model. -
I'm not entirely sure about multiplayer, but I do think so (the boulder in t3_rift can be pushed in mp, right?). As for the exporter, the WIP one is for 3DS Max - there's a working one for Blender.
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Thanks for the highlight, seems I wasn't following this forum yet. This is a big problem. Jedi Academy can't really do it. The possibly best way to kind of do it would be a ROFF animation, i.e. use some external program to animate the movement, then export that into Jedi Academy. But it will likely go out of sync if one of the parts is blocked and there's not really anything that can be done about that, I believe.
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Sadly, no. Republic Commando had no coop in its campaign.
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Don't confuse "entity leaked" with "map leaked" - the former is caused by entities' origins being within brushes, the latter by holes in the map.
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The Lego Star Wars games.
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I believe you need to set the project settings to Singleplayer Mapping Mode to get the misc_model_gun_rack/misc_model_weapon_rack. As for the shelf, it's possible that items need a certain amount of space around them, I don't know for sure.
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Chances are high you didn't select the GameData folder when the installer asked for Jedi Academy's path. Consider upgrading to 1.6. (It's based on 1.4, not 1.5.)