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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Given enough time and motivation I think so, but I especially lack the latter.
  2. Removing stuff is in theory easier than adding something, but I don't think there are any tools for it.
  3. I heard about this website called JKHub that hosts mods...
  4. Use the aptly named SourceForBehavEd folder.
  5. 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...)
  6. 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.
  7. You'll have to use Q3Map2 to decompile. I belive the switches you need are -convert -format map -game ja
  8. 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.
  9. That sounds like an almost literal translation from German... (You'd usually say "Is there a tutorial?") If you do happen to be German, there are the old German tutorials from Darth-Arth.de which I've backed up here. There's a cutscene tutorial in there.
  10. Only if anybody contributes, otherwise it'll likely just slow it down.
  11. 1.6 is still in active development, I suggest you report your issues with it.
  12. Which Gtk are you using that's messed up on Win8?
  13. I guess the nice website was Map-Craft? That no longer exists, sadly. Or are you German and used to go to Darth-Arth.de? That doesn't exist anymore either, but I've got a backup of the (german) tutorials there.
  14. Nothing, I haven't really done any modding in quite a while. What I'm working on right now is a Samurai Gunn clone, since the game isn't out yet but I'd like to play it tomorrow at my almost-birthday party. Chances are I'm not going to finish though.
  15. Weird... are there any uncommon characters in the path or something? Maybe ask in #radiant on QuakeNet IRC.
  16. To get 1.4 to save in Windows 7 you need to change the Save dialog style to the GTK one in the preferences and then manually append .map to the file name. But really 1.6 is just fine - you'll need the JAPack, if that still isn't included, which you then place in the installs folder. It will then be installed when you first launch it in JA Mode.
  17. It's not supposed to use more than 4 gigs, it's able to, instead of failing with a "safe_malloc failed" error. Have you tried the latest 1.6 release, which by the way also includes a 64 bit build of Q3Map2?
  18. Can be disabled with the center button in the top icon bar, the one that's enabled in your screenshot. I believe the distance can be varied using [ and ], which means I can't do it on my German keyboard.
  19. Try making the skybox brushes thicker.
  20. Tags are a bit of a pain... They are just meshes in which the first three vertices define the 3 axes. Problem being that you can't really tell a vertex's index in Blender. Take a look at the manual for a somewhat more elaborate description. Well, back to your problem in particular: You can use File -> Append to copy stuff (e.g. meshes, objects, materials etc.) from another .blend file to the current one. You can use that to copy the tags, which you then have to place into the object hierarchy and re-weight (if you're using bones for weighting that means changing the Armature-modifier from vertex groups to bones and optionally removing the vertex groups).
  21. You can try editing the scripts that enable the cinematic mode. Their raw versions are included in the Jedi Academy SDK. You'll likely find the maps to lack detail in parts that are not usually on camera though.
  22. I'm saying the JAPack included with Radiant and installed into base contains JK2 models but not their textures.
  23. Mind explaining to me how I was being rude/aggressive? I didn't mean to be, sorry. As far as Jedi Academy goes, I'm not actually an expect. I've hardly done any coding beyond changing some rocket velocity and the like. I'm not really part of OpenJK anyway, by the way. I just hang out with those who are in IRC occasionally and discuss requests.
  24. Welcome to the wonderful world of Alpha Sorting. Basically, you can't have multiple semi-transparent objects or that kind of overlapping problem. There are three workarounds: You can only use additive blending (blendFunc GL_ONE GL_ONE) - addition is commutative to order does not matter, it will look the same. That's how the glass in Jedi Academy works. You can use all-or-nothing transparency (such as in grates), which allows it to be treated like a fully-opaque surface or ignored completely on a per-pixel-level. (Per fragment, really, but let's not get too technical.) You can manually define the draw order using the sort keyword - that obviously requires that your surfaces can only ever be seen in a certain order, so you shouldn't use it on twosided surfaces. You can however use two different shaders for front and back with reversed sort order.Take your pick. If you'd like to learn more about the reasons for this, learn about what the Z-Buffer is used for in computer graphics and how it doesn't work for transparent objects. (The latter is fairly obvious once you understand its purpose.)
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