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Everything posted by mrwonko
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Get stuck? As in doesn't turn off anymore? No idea why that might be... Somewhat unrelated: If you find you need to save entities, you can use a single fx_runner instead and move it via script (to hard-coded positions, obviously - a ref_tag at each location might as well just be an fx_runner). As a side effect that might help with the getting stuck, since if it does get stuck it'll be used again soon after. (Could you test if using the stuck fx_runner again fixes it?)
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At the risk of staying off topic... why don't you try the exporter yourself?
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I have absolutely nothing to do from February 17th to (and including) April 9th due to lack of lectures. (Well, that's technically not quite true, I want to finish that other JKA mod, but you get the idea.) I'm not very good at making visually nice stuff, so I'll leave that to the others, but I can improve the VIS and do some entity and icarus magic and the like, which would be done towards the end.
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I think that's a concept for one of the Sands of Time trilogy Prince of Persia games, would make sense since Raphael Lacoste (who did that image) was the Art Director. Some of the other images are by Feng Zhu who apparently did some more great stuff since then, might be worth checking that out as well. And that's just fine, since Q3Map2 supports models just fine. Create some cool stuff whichever way you like and we'll be able to incorporate it.
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Sure thing. Also have some churches and other mostly Baroque building. Not sure which one I prefer, Baroque or Gothic, but Baroque's high fidelity might be in favor of something Gothic. Baroque is more fitting for something with normal maps. And some more or less unrelated inspirational images.
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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.
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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.
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You can just export to 3ds/lwo/obj/ase and q3map2 takes care of the rest (provided the texture paths are right).
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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.
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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.
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[PSA] QEffects-GL: It works, and looks badass.
mrwonko replied to eezstreet's topic in Jedi Knight General Discussions
That was more or less my point: No it doesn't. It uses the GPU, just in an inefficient, slow way. -
[PSA] QEffects-GL: It works, and looks badass.
mrwonko replied to eezstreet's topic in Jedi Knight General Discussions
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. -
Mapping a room thats bigger inside than outside?
mrwonko replied to afi's topic in General Modding Discussions
Yeah, that's totally possible... in Prey. -
I guess telling you it's very easy in Blender doesn't help?
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[PSA] QEffects-GL: It works, and looks badass.
mrwonko replied to eezstreet's topic in Jedi Knight General Discussions
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. -
Adding accessories to a model without having to reweigh it.
mrwonko replied to Kualan's topic in Modding Assistance
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. -
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.
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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.
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Sounds like the program you're using to edit the textures doesn't support transparency, effectively removing it. Or you made a mistake somewhere.
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Damn hard, practically nigh impossible.
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It teaches you how to use patches and is thus totally relevant.
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Which kind of camera?
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Few questions regarding model textures and npcs
mrwonko replied to Rage's topic in Modding Assistance
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. -
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.
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As can mono/stereo, depending on whether we're talking about music or "normal" sounds.