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mrwonko

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Everything posted by mrwonko

  1. An NPC file is only needed to spawn it as an NPC in single player. For multiplayer, adding the icon_default image should be enough, as far as I remember. Just keep the original folder structure intact, add the icon, and you should be good to go, unless MB2 has added some kind of copy protection.
  2. You can probably already use the "model" command in the console to use those models in MP. To make it show up in the model selection screen, it needs an "icon_default" image in the folder of the model (look at existing MP models for reference) in the usual format (non-progressive jpg, png or tga, with power-of-two dimensions). One restriction to be aware of is that the model has to use the default humanoid skeleton to be usable as a player model in MP. No, you can't play a Rancor, sorry. Do you need instructions on how to extract the necessary files from MB2 and package them for base? You should also note that you can't redistribute those models without permission from the original author, but it sounds like you're just doing this for yourself.
  3. The folder structure inside the pk3 is wrong. Everything is inside "mina_aizak", when it should be "models/players/mina_aizak". I think you also need an "icon_default" image. Otherwise it looks fine.
  4. For the model to show up in the game, the file names must match those of base player models, you need a model_default icon, and the model has to be based on the _humanoid skeleton to work. What files do you currently have in which folder? Could you share the PK3 you made?
  5. You will not be able to make the necessary changes with Notepad++. It's technically possible, but overly challenging. Look up a guide on Entity Modding instead, the Q3Map2 "-onlyents" mode is your friend here. But happy to hear you found a way to achieve it with less effort instead.
  6. I can think of two ways. You either use the same song for exploration, action, etc., which might mean it starts over from the beginning whenever you enter/exit combat, or you use Entity Modding to change the level's music setting from a dynamic one to a single track. I don't remember how to set up dynamic music, so I can't tell you how to undo it, but a static track is usually configured by setting the "music" property on the worldspawn.
  7. Yes, any model can be turned transparent through the use of shaders. You may also have to edit the textures to get the best results. I don't have time to go into the details. However, this may reveal geometry inside the model. For example models often have the inside of their mouth modelled so that they can open it and talk, and if you simply made everything transparent, you would permanently see their transparent teeth inside their head. So you may have to make additional changes for optimal results.
  8. No, all I know is the ctrl+k shortcut for automatically assigning target/targetname to a pair of entities, but at least in GtkRadiant this is not smart enough to handle complex waypoint connections, esp. target2/3/4. Maybe one of the other editors has an easier way to do it?
  9. Sorry, I did not mean to imply you should not connect them at all. The game only auto-connects up to a certain distance, manual connections are a good idea. You should just not connect everything with everything. I think there's an upper limit to the total number of waypoints, I vaguely remember the number 1000, but don't quote me on that. Maybe there's also a limit on the number of connections? I don't have time to check the source code right now, maybe somebody else knows for sure.
  10. I still don't understand the purpose of the target_delay. Why not target all the spawns directly to the scriptrunner? And either way, instead of a target_delay with wait 0, you should use a target_relay for clarity.
  11. Use the "nav show all" command in SP to see if waypoints are working correctly. If they are blue instead of yellow, they are flying waypoints, and won't be used except by e.g. probes. I would recommend against connecting every waypoint to every other, as far as I know the game will verify these connections when it loads the map, increasing loading times.
  12. Why the target_delay? Why the task? Why the UseReward target_scriptrunner? I'd try it like this: { "angle" "270" "origin" "728 1424 -56" "classname" "info_player_deathmatch" "target" "PlayerSpawn" } { "classname" "target_scriptrunner" "count" "-1" "targetname" "PlayerSpawn" "usescript" "ffa3/init" "spawnflags" "1" } with scripts /////ffa3/init///// set ( /*@SET_TYPES*/ "SET_VICTORYSCRIPT", "ffa3/reward" ); /////ffa3/reward///// set ( "SET_SOLID", "true" );
  13. What exactly do your scripts look like at the moment?
  14. Yes, hand-editing BSP files is not advised, because it basically contains a "table of contents" where the "page numbers" (byte offsets) need to be adjusted when you change how long a "chapter" (like the entity definition) is. If you use q3map2 to update the entities inside a bsp, it takes care of this for you.
  15. The SET_SOLID should take effect immediately (at most 1 frame delay), but there's a wait(50) that presumably delays everything?
  16. In SP there's the g_icarusDebug cvar, but it looks like that doesn't exist in MP. Maybe there's a JA+ specific cvar for controlling the nonsolid period after duels?
  17. Yes, you can overwrite the entities of a BSP file without changing anything else about it using the right tools. The process is usually referred to as "entity modding" and there should be guides somewhere, maybe somebody else has a link.
  18. I suspect that scripts don't support non-ASCII characters. I think you can reference strings in the print statement (using an @ or something?), that will likely fix it?
  19. Yes, you could also learn entity modding and adjust the gravity in every map.
  20. Hmm, all the config files I know only get loaded once when the game is started, but gravity needs to be changed every time you load a map, I think. The best I can come up with is binding it to a key so you only have to press that instead of opening the console and entering the command, look into the /bind command for more on that.
  21. Once you've enabled cheats, you should be able to change the g_gravity cvar using the console, which should change the jump trajectory.
  22. I think you'll need two different versions of the shader, one with vertex lighting for misc_model and one with lightingDiffuse for misc_model_breakable.
  23. You can either replace the visuals of an existing gun, which is rather simple and does not require any changes to the code, or you can modify the game's source code to add additional weapons. To modify the source code, you first need access to it, and as far as I can tell, the Movie Duels source code is not public, so you don't have that option there, but it could be done for JKA:SP. I can go into more detail on how to replace an existing gun, but I've never added a new gun.
  24. Usually this happens when the paths are not configured correctly. You should point Radiant to the GameData folder, if I remember correctly. If you entered the wrong path during installation, the files for editing (unpacked shaders etc.) may have been installed to the wrong place, and may need to be moved manually.
  25. That's the "missing texture" image. I would have recommended checking your image resolution and file format, and checking the console for errors, but you've already done that… Maybe try entering `developer 1` into the console (with cheats enabled) before loading into the map, if you're lucky that might provide additional clues?
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