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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. If you're using the Blender add-on, make sure to use the latest release, the version on JKHub does not handle normals properly. If the normals already look like that in your modelling tool, you need to fix them there, first.
  2. Happy to hepl!
  3. I experimented a little, and the name of the .shader file appears to be irrelevant. What helped was renaming the pk3 to come alphabetically before assets, e.g. aaa_animated_sky.pk3. I think for shaders, pk3 load order is reversed from what it usually is.
  4. Share your modified pk3 and I can take a look later.
  5. The order in which shaders are loaded (and thus override each other) is somewhat unusual, I don't really understand it, but if your pk3 currently comes after assets1 (alphabetically), try changing its name so it comes before, or vice-versa.
  6. That map uses the shader textures/mp/s_bespin (defined in mp2.shader), you need to change the first line of your shader to that (but keep the "skyParms" as they are).
  7. That looks like it was built as a replacement for the Bespin sky. I don't think the Bespin sky is included in Jedi Academy. What are you trying to achieve? Do you want to replace an existing sky? Or use this as a new sky for use in your own map? Either way, you'll have to change the "textures/skies/bespin" parts. The top one is the name of the shader, as referenced in maps. The one in the "skyParms" is theoretically the path to the textures that make up the sky, though in this case the later "map textures/AnimatedSky/skystars11" puts another image on top of that, so that should not matter.
  8. If it doesn't work on Blender 3, you're using an outdated version of the plugin. The latest version is available at https://github.com/mrwonko/Blender-Jedi-Academy-Tools/releases/tag/nightly
  9. The version on this website is outdated, I have yet to get around to uploading the latest version (I want to do some more fixes/improvements first). I would recommend updating, because older versions may not work on the latest Blender and can lose vertex normals on import.
  10. To be able to use (any) Radiant, you need a .map file, but the game only ships with the compiled .bsp files. You may get better results by using SomaZ' BSP importer for Blender and then exporting from Blender.
  11. FYI the player.npc file you found is for the NPC version of the player used in cutscenes.
  12. When you are playing the map, you can use the console command "mapname" to find out the name of its bsp. I don't know how to find out which pk3 file it's in, though.
  13. Welcome back. Looking great!
  14. The problem is not the Blender version, but the plugin version. Older versions of the plugin do not import normals. Use the latest version from here.
  15. In principle, adding support for new video formats should very much be possible, but nobody has done it yet, to my knowledge.
  16. 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.
  17. Limitations stimulate creativity, could make for a fun contest. But 20 brushes seems extremely low. How about 42 or 69?
  18. Works for me in EternalJK MP. But you should use slashes ("/") instead of backslashes ("\") in the .sab file.
  19. The latest version should be fine.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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