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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Maybe you should've thought about that before participating in a collaborative project.
  2. Yes, that's obviously important in any collaborative project. Be aware that others may change your work. It's usually for the better, though if you disagree try to find a solution by discussion instead of changing it back and forth. Also, you kind of lose the rights to your work as in you can't later decide "nah, you mustn't use what I created." (You can of course still use it for personal projects, but what's contributed becomes ours, not just yours.) As for the scale, at least that's easy to change when modelling since you don't have to adhere to some grid.
  3. Hey, I've briefly talked about this in the JKHUB Pass-Me-Around planning thread, but it should really be its own thing, hence me opening this thread. Basically, I'd like to create a whole map in Blender. And I'd like you to join me. One of the nice things about Blender is that collaboration is easy. You can link objects from other .blend files and they'll even be updated when the original is changed, allowing for parallel work. So this wouldn't even necessarily have to be a sequential thing, we could all work on it in parallel. Who would be interested in joining me? Some experience with Blender would obviously be appreciated, but you might be able to contribute even if you're just starting out. Pretty much every imaginable environment has some simple objects in it, after all. I'm not too good myself - I know the technical side, so if you need to do a certain operation I can probably tell you, but I'm not very good at using those operations to come up with a cool model. And what could we do? We should probably keep it small, duel map sized, so we have a better chance of finishing it. And gameplay is pretty hard to get wrong in a duel map, so that's another thing we wouldn''t have to worry about too much. As for the theme, I'd like something that highlights the strengths of modelling, something that would be hard to do with brushes. (Yes, there's hardly anything you can't do with brushes, but square rooms are inherently easier.) Terrain or something organic would be obvious choices. Talking about organic - it could even be animated, since we can use md3 models, which support animations. (They get huge though, since it's per-vertex animation.) Or something highly destructible, akin to Fearis Incident - .rof files allow for some nice rigid body animations and combining that with Blender's physics baking capabilities leads to interesting possibilities. But I get ahead of myself - first we should see who's interested and think about the kind of map we'd like to make. So, who's with me? So long, mrwonko
  4. I guess it would help if you uploaded the .blend for us to take a look at...
  5. Since we're passing the map around anyway, how about just publicly uploading it for everybody to judge? That way the current mapper would get way more feedback.
  6. For the common description only, since they were too lazy to copy it to each weapon. It doesn't actually exist.
  7. You did not read the tutorial, did you? In edit mode, select all (A) and Triangulate the mesh (Ctrl+T) - you can't have any faces with more than 3 vertices, glm does not support that.
  8. Are you using a custom skeleton or creating a new playermodel? Either way, this is where the problem comes from: A glm file only refers to bones (for weights) by number. To be able to get those numbers right, the exporter looks them up in the .gla file, which contains the actual bone names. In order for this to work, the exporter needs to load said gla file. So you specify it when exporting (in the export settings, below the bookmarks in the export file choice) - the setting in question is ".gla name". You specify that relative to the base folder, just the way Jedi Academy does (because this path gets saved directly into the .glm), so for playermodels the default of "models/players/_humanoid/_humanoid" is just right. (Notice the lack of an extension - that's correct and important!) The exporter has to be able to locate that file, of course. So it has to be unpacked to the correct directory, and the exporter needs to be able to locate your base folder. In order to also support mods, the exporter searches for "/GameData/" in the chosen file name and assumes the folder below that is the base folder (e.g. "/GameData/base/" or "/GameData/mycoolmod/"). If you're not actually working in your base folder, or need to manually specify the path for some other reason, you can do so via the "Base Path" setting - so if you've unpacked the "_humanoid.gla" to "D:/JKA-Models/models/players/_humanoid/_humanoid.gla", you'd set it to "D:/JKA-Models/". (Not sure about the trailing slash, and I don't think I've ever actually tested exporting to folders outside of base.) Hope that clarifies it. Also take a look at the custom vehicle tutorial and the manual for further information. [sharedmedia=tutorials:tutorials:127]
  9. There's the deformvertexes autosprite shader keyword for camera-facing planes, used e.g. for flares. That what you're looking for?
  10. Judging from ModView's credits (seriously guys, just click help->about): nope, that would be Ste Cork with some help by Mike Crowns. Well, maybe he gave some advice without getting credit?
  11. Much more likely than getting the SP or Engine source code anyway, since it's just an internal tool that would probably not require the publisher's approval to be released.
  12. info_player_start has a spawn flag that makes you spawn without any weapons, I think. Like in that map with Rax Joris. That will do the trick for stripping away the lightsaber.
  13. Why? Worst thing that could conceivably to happen is a cease & desist. Where'd you get the saber code?
  14. Because only Raven has ModViews sourcecode.
  15. I think dismemberment works by saying "only draw surface X and its descendants," where X is fixed. So make sure you have a proper hierarchy and you're using the same names for your surfaces* as the original models. *I don't know which surfaces in particular make a difference, but this shouldn't be too hard to figure out from the MP SDK. I'll take a look later, if I remember.
  16. I see. I'd still go for map models since you do want models, but I can see how NPCs may be less work. If you're going the NPC route, you'll want set_anim_both, set_anim_holdtime_both, set_invincible, set_force_invincible and set_behaviour_state bs_cinematic I guess.
  17. It is, via Icarus scripting. Are those statues supposed to come to life at some point or will they forever be statues? If they'll stay statues, I'd just convert the model instead. And one thread is quite enough, don't you think?
  18. Because no matter what shader you use, it doesn't seem to work. So the shader can't be the problem, right?
  19. I've got this feeling the problem is your file, not the shader.
  20. It's nice to be able to read, eh? To quote myself: The tutorial didn't get approved until about 4h ago. The parts about animation don't really concern you since you likely won't need to edit the gla, but pretty much everything else is relevant. You'd start with the imported original glm file, but since you're adding parts you still need to heed the instructions about UV mapping and smoothing etc.
  21. One thing to keep in mind about scale is realism vs fun. Cramped maps are no fun to play. But if we were going for a map that plays smoothly, we would've started by greyboxing the layout first and playtesting that a lot instead of adding room after room.
  22. Don't you still have to use a shader when using the alpha channel? Or is the default shader sufficient? --edit-- Way to answer too late. That was the latest post I read. OmegaSigma, that shader is not useful for models since it references a lightmap, which playermodels don't have. Master_Ibonek, take a look at the shader for Chewie's fur instead, that's transparent as well.
  23. Here we go... (Once it's been approved.) Took longer than expected but did help me find another bug in my add-on. So now the add-on's back in moderation as well. I had planned to get other stuff done today, but this is at least a better use of my time than surfing and gaming.
  24. If you'd taken a look at the manual of the plugin I've linked you'd know the difference between gla and glm. Oh well, I'll write a tutorial on creating a vehicle from scratch with Blender since if I'm going to write a detailed walkthrough I want as many people as possible to benefit and I think creating new vehicles is of more interest to most people. Also, the process is mostly the same when changing something, except for the part where you create the model itself. I expect this will take a while, but I should get it done today.
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