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mrwonko

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Everything posted by mrwonko

  1. I don't know why your counter is off by one (I guess something unexpected targets it?), but I can explain the "cm_inlinemodel: bad number". Triggers are brush entities, i.e. their volume is represented using brushes, which get compiled into "inline models", i.e. brush models baked into the bsp file. Entity modding keeps these unchanged, and on this map there seem to be 166 of them (*0 to *165). You can reference existing ones, and move them around, but you can't add new ones, at least not with the existing tools.
  2. Limitations stimulate creativity, could make for a fun contest. But 20 brushes seems extremely low. How about 42 or 69?
  3. Works for me in EternalJK MP. But you should use slashes ("/") instead of backslashes ("\") in the .sab file.
  4. The latest version should be fine.
  5. Did you write a .sab file in ext_data/sabers for it? Sharing the PK3 is probably the easiest way for us to find the issue, agreed.
  6. The JPG issue you allude to is that JA doesn't support progressive JPG files. You don't have to use TGA to fix that, saving it as a non-progressive JPG also works. I don't know of anything else that causes this error, but the message is very vague, so it's hard to tell for sure.
  7. You need to find out what the name of the model used by Movie Duels 2 is by checking inside the pk3 file(s) of the mod. It will be somewhere in models/players/. Then you need to rename your Jango of choice to use the same name, but only move the model.glm and model_default.skin, keep the textures in place to keep things simple. Afterwards make sure the Jango Fett pk3 file comes alphabetically after the Movie Duels pk3 files so that it takes precedence. Alternatively, edit Movie Duel 2's Jango NPC file (somewhere in ext_data/npcs/) to adjust the model used to the one you want.
  8. 1.4 is ancient, it has been superseded by 1.6, which is a direct upgrade and should be used instead. NRC has a different lineage and subsequently feels different to use, so it can come down to taste, but NRC is generally considered more powerful.
  9. First, use ModView from the SDK or check the animations.cfg to find out which specific frames you need. Then import models/players/_humanoid/_humanoid.gla with https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly, making sure to only import the frames you need, attempting to import all animations takes a veeery long time.
  10. You can configure a couple of settings in the .npc file of the enemy. You can extract it from one of the assets pk3s, it should be in the ext_data folder.
  11. I wish I could remember the details, I can't look it up right now, but some tools use an asterisk to mark tag surfaces and distinguish them from regular surfaces, while others don't. If I remember correctly, there is no asterisk in the glm file itself, but ModView displays it? I think in Blender I chose to display it the way it is in the glm file.
  12. You can re-rig it using Jedi Academy's skeleton, but that will be a significant effort.
  13. From what I understand, you need to add an extra tag surface to the model to define where the left saber should go, and weigh it to a bone that only exists in JA. The fact that the bone only exists in JA complicates matters… I think it basically means you can not rely on the automatic JK2 to JA conversion built into the engine, the model has to explicitly use the JA skeleton with the extra bone. I don't know if anyone has ever written a guide on how to do that, or if it's even been done before. Now, if we had a tool that saves the result of JA's automatic JK2 conversion as a glm file, that would be relatively easy to fix, but I'm not aware of such a tool existing.
  14. You need to find out why exactly it breaks that texture. Maybe it changes the associated shader? I would take a look at the .shader files of EY4 and see if any of them are for the sand in t1_danger, provided you know what texture that is. Also check the console to see if there are any error messages on t1_danger.
  15. I think the version of my add-on in the Download section here only has an MD3 exporter, no importer. But it does come with GLM import & export. That said, don't use that version, there's a newer, better version available at https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly that I should submit to jkhub some day… But that one no longer has the MD3 exporter, because Somaz has a better one as part of https://github.com/SomaZ/Blender_BSP_Importer.
  16. You need to rotate the hilt including the blade tag, but excluding the tag that defines where it's held, which I think is called tag_parent.
  17. Yes, it's called Entity Modding and there should be multiple tutorials about it on this website.
  18. When I said "editing the map" I wasn't referring to just the .bsp, but also editing the scripts. But FYI you can actually edit the entities in a map without having to decompile it (and losing lighting etc.), it's a process called "entity modding" and there are multiple tutorials about it on this website. So one solution would be to use entity modding to change cutscene 2 to run a different script than Mara_Stand.ibi. Another might be to put all the logic into dkyle.ibi and dk.ibi and leave Mara_Stand.ibi empty?
  19. With conversations, it's important to have the correct NPC play the voice line, so that the audio comes from the right direction and the correct mouth moved. Since the level originally had no audio, it didn't have to worry about that, and apparently had all voice lines in a single script? I don't fully understand the problem you've encountered, can you link to the map you're editing?
  20. Jedi Academy's skeleton is only more complex in some ways. For example there's another bone for the left-hand saber. But in other ways, it's simpler: you no longer have bones for each individual finger, for example. An automatic conversion should still be feasible, and would be the best solution imo. This kind of task does not require any creativity or thought, you simply perform a list of steps. You don't need a human for that.
  21. GIMP is likely best free option for applying filters and the like, but if you're looking more towards painting, check out Krita.
  22. Oh, of course, yes. I interpreted "need[ing] to shift to lower-poly models" to mean "as models become more distant", but in hindsight it was probably referring to lowering the max LOD level to improve performance. So to be clear: One case where the game "needs" to shift to lower-poly models is for far-away models. How far exactly depends on your resolution, if I'm not mistaken. I would recommend against omitting LODs for all but the simplest models.
  23. It should be included with the download, you can also find the latest version at https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly
  24. As explained in the manual, the surface names are defined in the ghoul 2 properties. It can't use the object names, because those impose a shorter length limit than necessary.
  25. Lower levels of detail are also used for collision calculations. Omitting them can lead to crashes when the model gets hit by a saber/projectile, aside from the expected performance issues. Don't do it.
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