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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Or we could, you know, just use JKHub's Tutorial section and Wiki? But thanks for the list, I'll see if I missed anything.
  2. Hey, I've been thinking about how so many tutorials have been lost... Maybe I should write down what I know about Jedi Academy modding, which is actually quite a lot. So much that I may miss some things, so I thought you could help me list what tutorials are needed. Please contribute here. I hope I'll find the motivation to actually write these. Maybe I'll try writing one every day or two, that way I'll eventually be done. Thanks, mrwonko
  3. GTK is short for GIMP Tool Kit, which originated from GIMP, unsurprisingly.
  4. Well, I chose that model to test my glm exporter because its textures were simple enough for me to do well myself. I guess I should model & texture way more to get better at it and be able to make "proper" models. There's so much I should do though... (Like learning for my exams right now, instead of reading JKHub.)
  5. May I ask why?
  6. JKA supports PNG, but I believe it loads more slowly, or so I've heard. I never benchmarked it myself. I suggest you convert to JPG which would also reduce the filesize and can be done in a matter of seconds using batch conversion.
  7. I for one appreciate being spared from dickhead-skins and nude Jans.
  8. Understandable. On the other hand I've been using Blender for 8 or so years, so it's my tool of choice. But I totally get the criticism.
  9. There's also this certain plugin for that one major free modelling suite... https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
  10. A player only sees another player's custom skin if they have it installed, too. Whether that was done manually or through an automatic server download (given the file is available on the server) doesn't matter.
  11. Yeah, there's nothing wrong with asking here, I'm probably the only one who still looks at map-forge anyway. Just a bit of a knee-jerk reaction to cross-posting.
  12. Ask in all the forums! Don't forget about gamefront!
  13. Sounds like Q3Map2 can't find the textures, which should also be noted in the compile output. That causes it to use assume a default texture size, which is usually way too small. Make sure the basepath gets set correctly. This may be a problem with radiant but can easily be circumvented by manually invoking Q3Map2, say using Q3Map2GUI.
  14. You'll need to write a shader to have the transparent parts of your texture be transparent in the game - take a look at e.g. a grate in imperial or some leaves in yavin for how such a shader has to look. Changing a skybox (e.g. adding a moon) is a matter of painting onto the texture (or a copy, ideally, then copying the shader and adjusting paths). As for the prismatic brushes in the picture - take a look at the 2-point-clipping tool (shortcut X) to cut through brushes as the least error prone method of shaping them.
  15. The worldspawn is any brush/curve that's not part of an entity, so just select some ordinary brush and open the entity settings to configure it. You'll have to experiment with the values, I only know the tech behind this stuff, I'm terrible at actually making stuff look good.
  16. If you just want to globally increase the brightness you can use the "ambient" setting in worldspawn (increases brightness everywhere) or "_minlight" (prevents dark areas without brightening light ones). Another possibility is having a sun (either via shader or as a directional light entity with the "_sun" setting) and using the -bounce parameter of Q3Map2 to simulate indirect lightning.
  17. Given enough time and motivation I think so, but I especially lack the latter.
  18. Removing stuff is in theory easier than adding something, but I don't think there are any tools for it.
  19. I heard about this website called JKHub that hosts mods...
  20. Use the aptly named SourceForBehavEd folder.
  21. They shouldn't be missing, just misaligned. If they're missing, you probably don't have your radiant set up correctly, pointing it to JKA's GameData folder. (Do you have to unpack the shaders from the pk3? I'm not sure if radiant loads them otherwise, but I think so...)
  22. I'm interested in doing a first person Hotline Miami. Change weapons/hp so everything is instagib, add rotating doors that stun enemies they hit, only allow for one weapon at a time, allow you to throw your weapon at people to stun them, have weapons have a single magazine (so dropped weapons have to remember their ammo count). Executions on stunned enemies. Something like that. I'm interested in doing a first person Hotline Miami. Change weapons/hp so everything is instagib, add rotating doors that stun enemies they hit, only allow for one weapon at a time, allow you to throw your weapon at people to stun them, have weapons have a single magazine (so dropped weapons have to remember their ammo count). Executions on stunned enemies. Something like that.
  23. You'll have to use Q3Map2 to decompile. I belive the switches you need are -convert -format map -game ja
  24. The entities in a map can be changed without having access to its source, but it's a little tricky. Still, that's all you need to add cutscenes to maps you don't have the source to. You basically decompile the map (which leads to loss of light and texture alignment information) and then compile with the -onlyents flag, which only updates the entities without touching anything else.
  25. One of the space maps, probably.
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