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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. 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.
  3. 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?
  4. Not? I could import him just fine, what's the problem?
  5. 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.
  6. 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
  7. 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.
  8. 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?
  9. I want to take a look at some of the mods you've made so far.
  10. What modding experience do you have? Which projects have you lead? If you're just starting out I suggest you don't start with an "Episode 7" since that's a very big project. I don't know of any successful projects of that size for Jedi Academy.
  11. Good luck. What are your qualifications?
  12. You certainly do not want to use the spawnflags method as you don't need the physics to match the shape exactly and spawnflags 2/6 creates a lot of brushes. Just create a couple of brushes with system/physics_clip roughly in the shape of the model.
  13. I'm fully aware of this. I was just mentioning it because, as you correctly noted, entities are ignored by the vis process, so if you only want to see the brushes q3map2 takes into consideration you'll want to filter out entities, as well.
  14. And Entities can be filtered with Alt + 2.
  15. Waypoints can manually be linked using target/target2/target3/target4+targetname, yes.
  16. Not quite the same, but the FALLING spawnflag (64, I believe?) is for this.
  17. It's not meant to use more Ram, it just keeps it from crashing if it does.
  18. What problems arise if you try? You'll need to increase the view distance and portal distance and lightmapscale? So why don't you just start a new topic since you have an entirely unrelated new question? Well, if it were to run out of RAM it'd crash with "safe_malloc failed" instead of taking forever.
  19. This is outdated. The JAPack is now included by default (since it's been optimized for size). 64MB Ram? Wow! Joking aside, this made me curious as to whether the compile could be sped up. I have enough work on my hands so no promises, but if you could send me a map that takes forever and the settings you use to compile it I might try to investigate why it's so slow and what can be done about it. I'm afraid major speedups won't be possible without major changes though...
  20. I'm not quite sure about solid_ok, but why don't you just move the waypoint around a tiny bit instead so it's no longer inside something solid?
  21. Any Hex Editor will do, there's plenty. Most notepads won't.
  22. The textures lump in the bsp contains surface and content flags. That's what he's referring to.
  23. I've taken a look at the briefings - there's a briefings.str where you just enter the desired briefing with the level's filename as the reference, like this: REFERENCE ta_fac_end LANG_ENGLISH "Get yourself out of that facility as fast as possible."
  24. I believe the internal names for the objectives are fixed, so you're limited to replacing existing ones. That's done by editing the objectives.str or whatever its name is and using those names. As for the briefings - do you mean the loading screen texts? I can't quite remember how, but you can do custom ones.
  25. Are you sure the script is executed? You can use icarus debug to display commands as they're executed, might require developer 1. Try making the trigger trigger something else as well to make sure it triggers. Post the script.
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