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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. That was more or less my point: No it doesn't. It uses the GPU, just in an inefficient, slow way.
  3. 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.
  4. Yeah, that's totally possible... in Prey.
  5. I guess telling you it's very easy in Blender doesn't help?
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. Sounds like the program you're using to edit the textures doesn't support transparency, effectively removing it. Or you made a mistake somewhere.
  11. Damn hard, practically nigh impossible.
  12. It teaches you how to use patches and is thus totally relevant.
  13. Which kind of camera?
  14. 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.
  15. 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.
  16. As can mono/stereo, depending on whether we're talking about music or "normal" sounds.
  17. 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.
  18. 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.
  19. 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.)
  20. They couldn't just've used Quake 3's animation since the file formats are vastly different.
  21. There's textures/doomgiver/hyperspace from JK2, maybe that'll do?
  22. Award for the easiest modelling tool probably goes to Google Sketchup. Very limited in what you can do with that though...
  23. I use Blender myself - since it's free and great - and I learned by doing stuff with it since 2005 or so. Just stick to it. One way is to have a goal - e.g. "Create a custom Oblivion weapon" - and then looking up what you need. Or follow online tutorials on the parts you think you need to know, e.g. "what ways of modelling are there?". I've mostly done the former, though that has the downside of me simply not knowing about features I haven't needed/used yet - maybe there's some faster/easier way to do something I did, for example.
  24. Because it's not like there's an entity limit or anything. Oh, wait...
  25. You'd simply need a somewhat more elaborate setup of target_activates and target_deactivates - or a script, which has the benefit of keeping the entity count down.
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