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Everything posted by mrwonko
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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.
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Only if anybody contributes, otherwise it'll likely just slow it down.
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Making jk2 and jk3 work for windows 8
mrwonko replied to Acrobat's topic in Jedi Knight General Discussions
1.6 is still in active development, I suggest you report your issues with it. -
Making jk2 and jk3 work for windows 8
mrwonko replied to Acrobat's topic in Jedi Knight General Discussions
Which Gtk are you using that's messed up on Win8? -
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.
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What are you working on right now?
mrwonko replied to Beyond Heretic's topic in General Modding Discussions
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. -
Save issues between different versions of GTK Radiant
mrwonko replied to Beyond Heretic's topic in Modding Assistance
Weird... are there any uncommon characters in the path or something? Maybe ask in #radiant on QuakeNet IRC. -
Save issues between different versions of GTK Radiant
mrwonko replied to Beyond Heretic's topic in Modding Assistance
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. -
Distance in GTK Radiant's 3D view unbearable
mrwonko replied to Beyond Heretic's topic in Modding Assistance
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. -
Try making the skybox brushes thicker.
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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).
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Is there a way to use maps from Cintematics?
mrwonko replied to YesImSev's topic in Jedi Knight General Discussions
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. -
I'm saying the JAPack included with Radiant and installed into base contains JK2 models but not their textures.
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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.
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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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That's wrong. There are no limits to what you can do, it's just a loooot of work. Well, and in the case of Euphoria it'd also be a matter of getting its SDK, which is apparently nigh impossible, so maybe that's why you got a definite "No", but there are no boundaries imposed by the code itself, since you can change all of it, there are just boundaries outside the code, like your skill, time, available libraries etc. You added them yourself? So that's obviously possible then, I don't see why OpenJK has to do it for you. That's very much a gameplay change and thus outside the scope of OpenJK. If you want newbies to have an easier time modifying OpenJK, you should ask for/write tutorials on how to add new buttons etc., not clutter OpenJK's codebase with unused code.
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nar_shadaa, eh? That's JK2 stuff, might just not be included in Jedi Academy. You can search the JK2 assets for the textures and include them with your mod though.
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In general the download-free maps are done by editing the entity chunk in the bsp. Take a look at Q3Map2's -onlyents
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You can't.
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well, it's not entirely dead yet. It'd be a shame for all the files they host, but other than that I'm not too attached to it. Darth-Arth.de on the other hand... That's what really got me into modding. Shame it died.
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I wrote a Blender plugin that can import glm models, keeping weights intact. The models can be re-exported and will work as before. If you move tags you might have to reweight those, but nothing else. Keep in mind to do it across all LODs. https://jkhub.org/files/file/1413-blender-264-jedi-academy-plugin-suite/
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You'll probably want a lightmap. q3map_nolightmap prevents generating one during compilation and lack of a map $lightmap stage prevents using one. Shaders are very close to the hardware - you basically need to learn a lot about how graphics cards work in order to be able to properly write them: Blending, depth tests, what purpose alpha sorting has (note that the Quake 3 engine does not alpha sort). I've only recently started to fully understand them, and I've been mapping for over 10 years.
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To quote myself on the matter: Lazy bum.
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That's irrelevant since it's a Q3Map2 problem. Anyway, maybe the thinness is not the problem then. I just remember very flat brushes (relative to their size) causing problems, but maybe not yours.