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mrwonko

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Posts posted by mrwonko

  1. When you save a jpeg in an image editor, there's often a checkbox called "progressive", which must not be checked.

    The icon is probably treated like any other texture, which means you can also write a shader for it. Check the shaders of those models that use a different image, I suspect they have one for icon_default.

  2. That script looks fine, maybe the previous value persists when you restart the level? In that case you'll have to set it to 0 at the start.

    Another way of achieving the same thing is to use a target_counter to count the fallen enemies. Instead of a deathscript, you can use the npc_target, which gets triggered when the NPC dies, to connect the skeletons to the target_counter, and then connect the target_counter to a target_scriptrunner to execute the ladyjedi01/babysleep script. I'm not sure if that only works once, or if the counter gets reset upon triggering.

    zahar likes this
  3. On 4/13/2021 at 5:27 PM, Automa said:

    what is a Debug build? One of those used by developers? Never seen any, there are only plain releases on the official Github builds' page...

    Yes, you can build a special version of the application that makes development easier and enables additional bug detection checks. These debug builds are typically not released to the public, when you download a build off Github you get the so-called "Release" build, which as the name suggests is intended for release to endusers.

  4. If I remember correctly the saving is broken in 1.4 from Windows 7 onwards (possibly Vista, too). The code was just plain wrong and only worked by accident in earlier Windows versions.

    I think there were two workarounds (besides updating to a newer version): either you can manually add the ".map" when saving the file, or you can go to the preferences and switch to an alternate version of the load/save dialog, I don't remember what exactly the option is called.

  5. The file formats and the engine impose several constraints on top of GL1.1 performance issues, like limits to the number of vertices per mesh on a player model (1000, but actually 500 if you enable projected shadows).

    If I remember correctly, first person weapon models use the MD3 format, which only supports vertex animations. That's not ideal for first person arms.

    I'm pretty sure you won't get first person weapon animations without coding. And if you have to change the code anyway, you might as well do it properly. I think you should use the normal 3rd person player model and create special 1st person animations for its arms. Then you can display only the arms (this is already supported for dismemberment), so you have animated arms matching the player's current player model, to which the weapon can be attached in the same way it is when you're in 3rd person. I don't know which parts of the code you have to change to make this happen.

    NAB622 likes this
  6. Switching the editor's mode will give you access to the singleplayer-specific entities, but won't delete existing multiplayer entities like team-specific spawnpoints etc. You may have to manually remove those.

    Keep in mind though that a singleplayer map has different design considerations from a multiplayer one. Multiplayer maps usually loop back on themselves, avoiding dead ends, while singleplayer maps are often linear with a start and an end. A map built for one may not work well for the other. But it can certainly work, maybe with some small changes here and there.

  7. Just to clarify, you've added a player model, not a weapon model, right? GLM uses so-called "Tags" to represent locations on the model like where it holds weapons, they're represented by special surfaces. You can check them using the ModView tool from the SDK. It's usually easiest to copy them from an existing model. What software do you use?

    bigphil2695 likes this
  8. The lightgrid is a 3D grid throughout the map that stores the light brightness/color/direction at each grid point, which is used for dynamic lighting e.g. on first person weapons. I suspect you can use the system/lightgrid shader to define the extents of that grid, but I don't know for sure.

  9. As far as I remember, you'll need two versions of the weapon, a GLM for third person, and an MD3 for first person. You can use the MD3View / ModView tools from the Jedi Academy SDK to look at existing models for reference, there'll be tags that define e.g. where the weapon is held. It might be easiest to import an existing weapon as a base for a new one.

  10. 7 hours ago, NAB622 said:

    ASE models can only be used with a misc_model entity (Not sure about misc_model_static).

    misc_model_static doesn't support ASE. Basically anything where the model is loaded by the game only supports MD3 (e.g. misc_model_static, misc_model_breakable, anything using the model2 property), but since misc_model gets embedded into the BSP by Q3Map2, it supports additional file types. (Fun fact: this means you don't need to ship the model with your map!)

    Plague-Angel likes this
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