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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. mrwonko

    Featured Pictures

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

    Featured Pictures

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

    Featured Pictures

    Oh, should it? It's not.
  4. There's this site called JKHub that has a lot of JKA related downloads, including the SDK.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.)
  10. Maybe your 1.4 is just not configured correctly? Why would you want to use 1.4 anyway?
  11. nodraw_solid has surfaceparm nonopaque, which I believe is taken into account by vis?
  12. 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/
  13. You don't compile the prop. You just select the .lwo/.obj/.3ds/.md3 in the misc_model model selection dialog.
  14. 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.
  15. 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.
  16. 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?
  17. That's intentional. Brightness adjustments depend on the user's screen, after all, so it saves the unbrightened image. Yeah, this. The transparency of the leaves is defined in a thing called a shader, which is (in Jedi Academy's case) basically a text file that defines the material. A single broken such file can break other ones as well, so chances are you have a custom map/model/... that comes with a broken shader, resulting in broken trees and who knows what else.
  18. You shouldn't use caulk for the sides of glass in the first place, that's what nodraw_solid is for. Or make the glass a detailbrush. Otherwise chances are it'll be determined to be solid as far as vis is concerned, keeping the stuff behind it from being drawn.
  19. Did you change anything or just use 1.6 to compile? start_off being off could indicate the *_entities.def being wrong, but since it's saved as spawnflags X that should not happen unless you change/create the entity in 1.6, if it's even wrong in the first place. Could you elaborate on the glass? Provide some screenshots, maybe?
  20. Not? I could import him just fine, what's the problem?
  21. Using File->Append you can add objects from a different .blend file. Use that to copy Boba's tags. Then you just need to put them in the correct place in the hierarchy for each LOD.
  22. Sad how the first thing that comes to my mind is the closing of community after community. Bye-bye map-craft, bye-bye Darth-Arth.de
  23. So I'm still working on this other awesome mod, which incidentally has been in development for about 10 years as well. I suppose I'll finish that first.
  24. I believe this happens when the model has not yet been loaded. I guess it gets loaded when you pick the item up. So maybe you could preload it when an NPC that would drop it is loaded?
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