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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. You want blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA and no alphafunc. Lightmapping it is difficult however, since you have to keep the transparent areas from being lit twice. Since I don't think you have access to the texture's alpha channel in the lightmap, I can only think of having a special nolightmap ground shader below the decal and doing the ordinary lightmap stage on the decal (or using just one shader to begin with, but you'll likely want to be able to change the texture coordinates separately).
  2. No, doing each rotation/move manually is just not practical. Animate it in Blender, export as a ROFF animation, use that. I heart there's a limit on the number of ROFFs per level though, five tentacles with a couple of segments each might be too much. A custom NPC might be more practical, their skeletal animations would look far superior and you could even make the tentacles killable.
  3. If you have two questions, I suggest making two topics so it doesn't get confusing. Is the func_train question for SP? In that case I recommend just scripting it instead. As for the plant, yeah, JK2 has no alpha sorting. You can do all-or-nothing transparency, which solves the issue or use additive blending (blendfunc GL_ONE GL_ONE), which works around the issue but is an inferior kind of transparency.
  4. Strange... the save bug is known in 1.4 but should be fixed in 1.6. If you disable the win32 checkbox in 1.4 you need to manually add the .map to the filename. Where are you saving the maps? Do you have UAC enabled? Do you run the radiant with admin rights?
  5. mrwonko

    We need money

    Much better. Article's still broken though.
  6. mrwonko

    We need money

    The donation link results in a for me while the one in the article just displays the button image... If you could make donating a little easier than impossible I'd strongly consider it.
  7. You can use lots of triangular brushes whose top face are used while the sides are caulk or create a model.
  8. I think someone once mentioned bots basically run around hammering the use button. I think you can flag waypoints as "wait until there's something below here before going here" so they wait for elevators but I never tried that myself.
  9. mrwonko

    Featured Pictures

    Ah, the wonders of attaching pictures! I'm a god!
  10. mrwonko

    Featured Pictures

    This compose enough? Either your system is broken or your interface is broken. Fix it.
  11. mrwonko

    Featured Pictures

    Oh, should it? It's not.
  12. There's this site called JKHub that has a lot of JKA related downloads, including the SDK.
  13. I got into the Jedi Knight Series when a friend showed me Jedi Outcast. Got Jedi Academy on or shortly after release. And what did I actually finish in those 10 years? In terms of maps I only remember that Ord Mantell Canyon map and an imperial themed map that was way too big. Then there's one released lightsaber and one playermodel. I don't remember really finishing anything else... Sad, really. I did learn a lot though.
  14. r_mode -1 r_customwidth 1920 r_customheight 1080 vid_restart possibly adjusting the FOV (cg_fov, I think) Videos won't play anymore, if I remember correctly.
  15. mrwonko

    Featured Pictures

    Those instructions would be a lot simpler to follow if I had an "attach files" section in my PM editor as well... And yes, I'm using the full editor.
  16. The Jedi Academy SDK contains the source code to all of Jedi Academy's .ibi files, as well as an editor for writing/editing scripts called BehavEd, which just needs to be properly configured.
  17. Blender can do it. (Edit: "it" being breaking a movie down into images for frames. It can also be used to create CGI movies though.)
  18. Nah, 1.6 all the way!
  19. Maybe your 1.4 is just not configured correctly? Why would you want to use 1.4 anyway?
  20. nodraw_solid has surfaceparm nonopaque, which I believe is taken into account by vis?
  21. The exporters might not save the texture paths correctly, as I mentioned. Not sure if there's anything you can do about it. Try a different format, and if all else fails, use Blender, there's a .ase exporter for simple props in my plugin collection. https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
  22. You don't compile the prop. You just select the .lwo/.obj/.3ds/.md3 in the misc_model model selection dialog.
  23. You've compiled a map before, right? So just keep doing that the way you've always done it. Use a misc_model for the prop. The compiler (i.e. Q3Map2) will handle the rest.
  24. Just export to .lwo, .3ds or .obj and you should be good to go, Q3Map2 can handle those formats. Only difficult part might be setting the texture paths correctly, since they have to be relative to GameData/Base/ after all. Or get an MD3 exporter.
  25. I had a quick glance (very quick), seems okay to me. I'd personally go for Blender over gmax* though, because that's still maintained and can do much more while also being free. Lacks a lightsaber creation tutorial though. I should write one some day. I should write so many tutorials. One minor thing to keep in mind is that the md3 to glm conversion of Md3View has a small inaccuracy, tags are offset by 1 or 2 units. I've fixed that: https://jkhub.org/files/file/3-mr-wonko39s-md3view/ So just use that Md3View instead of the one from the jk2/jka sdk and you'll be fine. * how the hell do you capitalize that? GMAX? GMax? Gmax?
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