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Everything posted by mrwonko
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Well, if there's going to be rescaling I suggest turning the parts in question to .ase, those rescale flawlessly, you just need to manually add some clip brushes.
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You know, if we'd done this in Blender it'd be much easier... *wink* *nudge* One of my maps was notoriously overscaled... It's not that simple, really. But then I suck at designing in general. Is there a dislike button, too?
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Yeah, it can be hard to contact the people after all this time. At least you tried. So just give proper credit, I guess.
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Do you have any modelling experience? If not, I suggest you pick up Blender. Thanks to a couple of plugins I wrote you can import and export playermodels with it. (Vehicles are playermodels in the broader sense.) Next, I'd suggest you spend a week or so getting comfortable with Blender. You'll want to learn the basic navigation, how to edit meshes, the basics of skeletal animation (Armatures) and about UV mapping. Then you'd import the model - for which you've obviously gotten permission from the original author to modify - into Blender, do the modifications you want while making sure any new geometry is properly UV-Mapped, split at the UV seams (see the manual included with the plugins) and rigged to the Armature, and re-export it. If you've done modelling before in something besides Blender, the hardest part will be importing and re-exporting the model. There's an official converter by Raven to turn XSI'S .xsi files into playermodels, and besides my plugin Milkshape 3D can import glm files, though the skeleton is lost in the process. (Since vehicles are often not animated, this might not be too bad.) There might be some other software with support as well, I've never had to investigate since I'm using Blender.
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So since apparently updates don't get into the "New Files" sidebar redsaurus suggested I make a post here to tell you all that a new version of my Blender Plugin Suite is out. For anybody who doesn't know: The Suite is a collection of plugins for Blender aimed at use in Jedi Academy, including above all full GLM and GLA support, meaning you can create and edit playermodels and animations. The new version consists mostly of bugfixes, so you'll hardly notice it unless you were trying to import GLMs on Blender 2.65 and later, working with .rof files or trying to export new skeletons (i.e. not based on existing ones, unlike new _humanoid animations). What you will notice though is the addition of a manual, so if you were confused about how to do things, fret no more! Linky linky click clickety-click! So long, Mr. Wonko
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Remember my Blender Plugin Suite? Includes GLM and GLA import and export. I know the file formats. I'll try adding support to iojamp once I've gotten it to compile with Visual Studio. (I'll try to add CMake support to ioquake3, which can then be merged into iojamp.)
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So is there like some Wiki or the like where I can keep track of the progress of this? See what is and isn't done yet?
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How are you selecting the model?
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I've just subscribed to the forums I'm interested in so I get mail notifications when something interesting happens, no need to check that way. Well, there are exceptions, like right now - I'd never notice polls through mail notifications.
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Well, would you kindly explain what a chat icon is, if not the icon that represents you when you chat? Emoticons?
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I have no avatar here yet... maybe you could put a swastika on top of an image of Anders Breivik, but make him naked? That will make me easily recognizable, which is the most important thing an avatar should do in my opinion.
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Hmm, not sure what you're missing, works just fine for me (lacking textures without the .skin, obviously, but no errors).
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Hmm, as long as you've entered the correct .gla during export (which is the default - models/players/_humanoid/_humanoid), I don't see why it would not work. Mind uploading the .blend so we can take a look?
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Nope, I'm not familiar with that problem at all (though if it does indeed require modifying the engine it's pretty tricky), I just tried to help clarify the question.
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Nope, but apparently we both got our name from the same book.
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I guess it would help if you actually explained the problem...
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Why not teach yourself? There's plenty of information online. Just don't expect quick results.
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Looks like you might be overusing brushes - from the looks of it, you should be using patches in some places but are not. But looks great otherwise!
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Because for new assets (except maps, when starting from menu) to work in MP you need to pack them in a PK3 or set sv_pure to 0.
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No you don't. You can just leave the -vis stage out of the compile.
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The train is most definitely detail. If you can't judge it, leave vis compiling out for now and let somebody who knows what he's doing handle it. Looking good!
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The trains would be a prime candidate for a model.
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You can just press K or so (maybe L?) to get a color selection dialog that fills it in for you, but I think it's simply space-separated entries for Red, Green and Blue in range [0.0, 1.0], like "color" "1 0 0" for red. (Note I'm using the .map key/value syntax with quotes - as usual: don't enter it with quotes in Radiant!)
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I haven't tried it yet, but it should be compatible with newer Blender versions.
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GTK Radiant, the tool for creating custom maps, is cross-platform. You might have to compile it yourself for Mac, I don't think there are binaries, but in general it should work. The script compiler on the other hand may not be available on Mac? I'm not entirely sure. As for editing existing maps: This is easiest if you have the original .map, as was already said. This is available for mp/ffa5, mp/duel8, mp/ctf4 and mp/siege_hoth. Decompiling a .bsp to a .map on the other hand results in loss of a lot of information, e.g. lighting and texture alignment. If you're only going to add new entities, there's an option to compile only the entities though, but you can't add new brush-entities (like triggers, that make stuff happen when you enter them (e.g. spawn enemies) or doors etc.), which severely limits you. You could also ask mappers that have released MP maps for the .map files to them, I suppose.