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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. Sure thing. Image, my version. Might actually be the latest version. Personally, I'm currently playing Dark Souls and love its world. I'd love to model something that tightly packed and with so much verticality, but this is probably not the place for that. Another thought: Anybody know Blame (the Manga)? Very cool Sci-Fi architecture in there. Yet another one: Cyberpunk. Think Hard Reset, for example. Cathedrals rock. Been to the one in Cologne a couple of times. Very impressive. Love Gothic architecture. See also this or this. Yet another interesting idea. Playermodel, huh? Hadn't really thought about that. There sure is potential for some great player models. Or vehicles. Or whatever. Agreed, Myst has beautiful environments. 'nuff said.
  2. If he has no backups, I still have my latest version. Not sure how recent that is though... And yeah, I was mostly just toying with the modelling idea. I'd just love to see how much we can still get out of the Q3 engine by using lots of models for extra detail.
  3. You can just export to 3ds/lwo/obj/ase and q3map2 takes care of the rest (provided the texture paths are right).
  4. I might... But I have this big sp campaign that needs finishing, that should have priority, except it currently apparently hasn't, since I'm not working on it. But I guess I'd surely have enough time for a little contribution.
  5. I'd like a Blender map model pass me around - that is, we create a map, but it's completely done in Blender (except for collision and vis blocking). Do we have some decent concept artists? I feel nice concepts would be a good starting point.
  6. That was more or less my point: No it doesn't. It uses the GPU, just in an inefficient, slow way.
  7. Humbug. JKA is hardware-based (it uses OpenGL after all), the only problem is that it only uses the fixed function pipeline, which makes it much slower than a (gpu) shader based approach. Don't just convert to ASE - actually model them. ASE-ifying brushes leads to fairly bad models, handcrafted models are usually better in pretty much every way.
  8. I guess telling you it's very easy in Blender doesn't help?
  9. It's mostly for shits and giggles. Also, we love JKA. That will likely be cease-and-desisted to hell and back at some point though.
  10. No, but it is possible to import a weighted model into Blender while keeping the weights, then add some accessories, weight those, and re-export. I should write a nice tutorial on that (or film one), the ghoul 2 plugin is in dire need of good documentation. I have a lot to do though, I'll have to evaluate my priorities.
  11. I'm already done, pretty much. We just need an official release. Until then, you can get the gamepack via svn from http://svn.icculus.org/gtkradiant-gamepacks/JAPack/trunk/ Yes, they need documentation.
  12. That's just a shortcoming of the exporter though. One could imagine the importer triangulating it automatically. Regarding the actual question: I'd render the imported model from front/side/top and then recreate it based on that. That wouldn't be far from modelling based on screenshots.
  13. Sounds like the program you're using to edit the textures doesn't support transparency, effectively removing it. Or you made a mistake somewhere.
  14. Damn hard, practically nigh impossible.
  15. It teaches you how to use patches and is thus totally relevant.
  16. I can't imagine the fps going down when you use a remapped texture, unless you were initially using misc_model_static or made the changed texture insanely big. You can create a custom model, but there is absolutely no difference to remapping if you use misc_model. Yes, making an npc play animations is done via script. No, that's not terribly hard. Look for SET_ANIM_BOTH. Yes, making npcs walk in multiplayer is possible via script, but they're way worse at navigating than in sp. They'll need to be able to walk straight to where you point them. Look for target_navgoal and SET_NAVGOAL.
  17. Yes, I need to write some documentation. It doesn't import animations by default because importing all 30k frames takes forever (I'll have to look into that, too - I might be able to speed it up) so it defaults to importing none of the animations - you don't need them for rigging, after all. You can select whether to import none, a range of or all the frames in the options.
  18. As can mono/stereo, depending on whether we're talking about music or "normal" sounds.
  19. Sorry, I kinda forgot to report my findings here. In SP all the ICARUS stuff is in the DLL - there's no way for a Proxy DLL to modify anything of that. So not possible via scripting, sorry.
  20. Sounds like you've choosen the wrong folder during the installation. You've probably got to select the GameData folder - I can't tell for sure though, I've never used 1.3. It's ancient. You could do a search for shaderlist.txt in your Jedi Academy folder - if it's not in GameData/base/shaders, you've likely done something wrong.
  21. And the permission. As soon as it's no longer a Jedi Academy mod but a standalone game it won't be long until the Cease & Desists. Better stick to Jedi Academy. Sure, recode jamp.exe à la iojamp, add the option for more fancy graphics effects, but make it still use the original assets. So it still requires Jedi Academy to work. (Until someone redoes all the assets - and especially the animations will be a shitton of work.)
  22. They couldn't just've used Quake 3's animation since the file formats are vastly different.
  23. There's textures/doomgiver/hyperspace from JK2, maybe that'll do?
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