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mrwonko

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Posts posted by mrwonko

  1. There's a scale setting during import which defaults to 10x because Blender's units are much larger than Jedi Academy's. The size gets applied at the top of the hierarchy and is implicitly inherited downwards. When you detach an object from the hierarchy, it no longer receives the 10x smaller scale adjustment.

    As long as both models are imported with the same scale factor, you should be able to move objects between them. As a fallback, you can import the models with 1x scale.

  2. If the plugin shows up in the addons window so you can tick the box to enable it, it was installed correctly and you should see new importers & exporters for glm, gla etc. Could you provide some screenshots of your addons window and the import/export menu?

    The latest version of the plugin is available here, it should work in the latest Blender version (3.00). It is virtually identical to cagelight's fork, I've just updated the manual and re-packaged it for easier installation, but like I said, if you can tick the addon box, you have already installed it correctly.

  3. MD3 is limited to 1024 units in each dimension (-512 to +512), so is unsuitable for large models. Other than that, the format used is irrelevant, because Q3Map2 embeds the model in the .bsp, it no longer references the original file.

    I'm surprised that spawnflags 2 does not work as intended, I would have expected it to.

    Note that you can shoot through system/clip, if I remember correctly system/physicsclip is a bulletproof alternative.

    I don't know how/if you can define the material of auto-generated clip brushes. You're talking about the surface flags that control the sound of footsteps, the types of effects played etc., right?

    Evader likes this
  4. Android usually runs on ARM processors, which is a different type of architecture that has to be specifically targeted when compiling code mods, it can't run programs for PC. In theory, code mods are possible on Android, but the mods have to be built specifically for Android, and JKtouch also needs to support it (I don't know if it does). I don't know if anyone has ever tried it.

  5. You can give the info_player_start a spawnscript, and use BehavED from the SDK to write a script that changes the player's team and force powers, but I'm not so sure about the player model. It can be changed via script, but I think the model breaks when reloading the game?

    If I remember correctly, using console commands is the more reliable way to change the player model. The only officially supported way of executing console commands that I'm aware of is through menus. So you could modify the "New Game" menu to load your map and set the player model instead of showing the character creation screen.

  6. You can probably already use the "model" command in the console to use those models in MP. To make it show up in the model selection screen, it needs an "icon_default" image in the folder of the model (look at existing MP models for reference) in the usual format (non-progressive jpg, png or tga, with power-of-two dimensions).

    One restriction to be aware of is that the model has to use the default humanoid skeleton to be usable as a player model in MP. No, you can't play a Rancor, sorry.

    Do you need instructions on how to extract the necessary files from MB2 and package them for base?

    You should also note that you can't redistribute those models without permission from the original author, but it sounds like you're just doing this for yourself.

    g-viral likes this
  7. 19 hours ago, jedley01 said:

    I opened the BSP file with Notepad ++. The particular map I want to edit is t1_fatal, but there is no music setting listed in that file, only soundsets.

    You will not be able to make the necessary changes with Notepad++. It's technically possible, but overly challenging. Look up a guide on Entity Modding instead, the Q3Map2 "-onlyents" mode is your friend here.

    But happy to hear you found a way to achieve it with less effort instead.

  8. I can think of two ways. You either use the same song for exploration, action, etc., which might mean it starts over from the beginning whenever you enter/exit combat, or you use Entity Modding to change the level's music setting from a dynamic one to a single track. I don't remember how to set up dynamic music, so I can't tell you how to undo it, but a static track is usually configured by setting the "music" property on the worldspawn.

  9. Yes, any model can be turned transparent through the use of shaders. You may also have to edit the textures to get the best results. I don't have time to go into the details.

    However, this may reveal geometry inside the model. For example models often have the inside of their mouth modelled so that they can open it and talk, and if you simply made everything transparent, you would permanently see their transparent teeth inside their head. 😬 So you may have to make additional changes for optimal results.

  10. 2 hours ago, Wundai said:

    When I started waypointing I did not connect them either, but this resulted in them not being used by NPCS.

    Sorry, I did not mean to imply you should not connect them at all. The game only auto-connects up to a certain distance, manual connections are a good idea. You should just not connect everything with everything.

    I think there's an upper limit to the total number of waypoints, I vaguely remember the number 1000, but don't quote me on that. Maybe there's also a limit on the number of connections? I don't have time to check the source code right now, maybe somebody else knows for sure.

  11. Use the "nav show all" command in SP to see if waypoints are working correctly. If they are blue instead of yellow, they are flying waypoints, and won't be used except by e.g. probes.

    I would recommend against connecting every waypoint to every other, as far as I know the game will verify these connections when it loads the map, increasing loading times.

  12. Why the target_delay? Why the task? Why the UseReward target_scriptrunner?

    I'd try it like this:

    {
    "angle" "270"
    "origin" "728 1424 -56"
    "classname" "info_player_deathmatch"
    "target" "PlayerSpawn"
    }
    {
    "classname" "target_scriptrunner"
    "count" "-1"
    "targetname" "PlayerSpawn"
    "usescript" "ffa3/init"
    "spawnflags" "1"
    }

    with scripts

    /////ffa3/init/////
    set ( /*@SET_TYPES*/ "SET_VICTORYSCRIPT", "ffa3/reward" );
    
    /////ffa3/reward/////
    set ( "SET_SOLID", "true" );

     

    Smoo likes this
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