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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. //(BHVD) rem ( "Enable cutscene mode, move the camera to the position/orientation of the ref_tag with targetname camera_ref_tag_name" ); camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "camera_ref_tag_name", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "camera_ref_tag_name", ANGLES)$, < 0.000 0.000 0.000 >, 0 ); rem ( "Tell the NPC with npc_targetname npc_name to go to the waypoint_navgoal with targetname navgoal_name" ); affect ( "npc_name", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // Without the space after the @ - but the name-mention-highlighting is overly aggresive here. rem ( "Or, to pause script execution until he has arrived:" ); task ( "unique_task_name" ) { set ( /*@ SET_TYPES*/ "SET_NAVGOAL", "navgoal_name" ); // same } dowait ( "unique_task_name" ); print ( "!npc_name has arrived at navgoal_name!" ); }
  2. Correct me if I'm mistaken, but you're asking how to know which part of the 2d texture you paint will end up where on the model? There's software that allows you to paint directly on the model - I think recent versions of Photoshop support it, as well as the freeware Blender and others.
  3. Rotate the *blade tag sounds about right - tags are triangles representing directions (the blade's one in this case), though as the direction is determined by the indices (i.e. order) of the vertices which is kinda hard to find out how it'll turn out so you usually have to experiment until it points in the right direction. You can take a look at the model (and other sabers) in the glm viewer ModView with "Show actual tag surfaces" turned on to get a better idea of how it works. The second problem is related to surfaces being one-sided, i.e. they have a visible front and an invisible back, like patch-meshes in maps. So you'll have to select those topmost polygons and do something like "flip normals" - I have no idea what it's actually called in gmax though as I do not use it. Oh, after re-reading part of your post I just saw you're using Blender - just stick to it! There's an md3 exporter for it that works just fine, although it hasn't been updated for the latest versions yet (I'll get around to that eventually), and I did some on creating a saber with it.
  4. I am indeed the same guy, and I did think of the jk3files post, but just answering seemed faster than looking up whether it was yours.
  5. First of all: misc_model does not animate, period. That _frame setting, like all settings prefixed with an underscore, is for Q3Map2. It selects which frame of the animation the model will be in - forever. For animated models you'll want something like a func_static with model2 and a script with SET_STARTFRAME and SET_ENDFRAME or whatever they're called. Affect the func_static (via its script_targetname), set those and it should animate (once).
  6. Official builds have since started appearing, incorporating all of my personal changes except the display for target2, npc_target etc. links, as well as other improvements: http://icculus.org/gtkradiant
  7. 1,890 downloads

    A lightsaber I made for Jedi Knight: Jedi Academy. It's a shiny single-handed lightsaber. And a dual-bladed one as well. What more could I say? Well, now there are skins! And it can be choosen in singleplayer! The color can be changed, have a look at the color chooser. I recommend also reading the readme.
  8. 315 downloads

    A importer for Blender 2.49 for the ASE files created by Q3Map2's -convert. Basically Goofos ASE importer with added material support. See included readme. Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.
  9. Version 1.5

    59 downloads

    This is a modified version of the MD3 Exporter Version 1.4 available here: http://xembie.com/2010/md3-exporter/ To install, use install in the Blender addon settings and select this .zip archive. Fixes by Mr. Wonko, original version by Xembie (which in turn uses older code, I believe) Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.
  10. Version 1.5.1

    137 downloads

    This is a modified version of the MD3 Exporter Version 1.4 available here: http://xembie.com/2010/md3-exporter/ To install, use install in the Blender addon settings and select this .zip archive. Fixes by Mr. Wonko, original version by Xembie (which in turn uses older code, I believe) Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.
  11. 70 downloads

    A im- and exporter for Blender 2.62 for Raven's ROFF file format used for animations e.g. in Jedi Knight: Jedi Academy and Jedi Knight 2: Jedi Outcast. Just unpack into Blender's scripts/addons/ and activate in the addon settings. Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.
  12. Version v1.3

    1,396 downloads

    Import and export of .glm and .gla work in Blender 2.62, bones rolled 90 degrees for better handling Note: Check out the Blender Plugin Suite for updates and support for more recent Blender versions.
  13. 648 downloads

    After finishing my Ghoul 2 (Jedi Academy playermodel) exporter for Blender, I created Fluttershy from My Little Pony because I could. Drop this pk3 into your GameData/Base/ folder and have fun!
  14. Version v1.0

    862 downloads

    MD3View is an OpenGL based application useful for viewing model files from Jedi Knight. In this version glm export is fixed - tags were offset a little.
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