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mrwonko

JKHub Staff
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Posts posted by mrwonko

  1. 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.

  2. On 8/13/2022 at 1:01 AM, John Barleycorn said:

    Well... i use glm importexport plugin, downloaded here

    The version on this website is outdated, I have yet to get around to uploading the latest version (I want to do some more fixes/improvements first).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.

  3. On 6/30/2022 at 11:13 PM, Circa said:

    I've asked this before and usually get the same answer: no. I forget exactly why, but I'm sure it has to do with encode/decode stuff. I feel like @mrwonko or @ent were people that I had asked in the past on Discord. Maybe they can give an answer as to why.

    In principle, adding support for new video formats should very much be possible, but nobody has done it yet, to my knowledge.

  4. 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.

  5. 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.

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