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Everything posted by mrwonko
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The best place to report OpenJK Issues is the issue tracker on GitHub. Did you build OpenJK yourself? If you're using a Debug build instead of a Release build, additional debugging features may be enabled, which could explain this behaviour.
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I also did a video tutorial series on this a long time ago, this is the first part. I don't remember if it's any good, and it's certainly outdated, but much of what it contains should still apply.
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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.
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Model has 79 of surfaces, but only 94 of them are connected
mrwonko replied to AuriusPheonix's topic in Modding Assistance
Please share a screenshot of the hierarchy in the outliner in Blender with everything expanded. There might be disconnected pieces. I don't think duplicate names are an error case I ever considered, I don't know what will happen in that case, I've made a note to investigate some day. -
Try using forward slashes "/" instead of backslashes "\" in your shader paths. Backslashes are Windows-specific, while forward slashes are the portable default expected by Jedi Academy.
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I believe you'll have to modify the source code to make NPCs other than Kyle use grapple, but I'm not completely sure. I don't know about mods removing the need for iknowkungfu, that would also require changes to the code.
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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.
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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.
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Where do you need this? Can you put it on a moving brush? A func_bobbing might work, I don't know if that can bob sideways.
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Why won't my FUNC_bobbing use the ship model I specified:
mrwonko replied to quakefreed's topic in Modding Assistance
The func_bobbing needs an origin brush to define where the model is supposed to go, or it will spawn in the origin of the map. I also recommend nodraw_nonsolid over trigger for dummy brushes. An alternative method is targeting a misc_model in the desired position to the func_bobbing ("target" key on the misc_model, "targetname" on func_bobbing). -
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?
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Did you read the pdf manual that comes with the exporter? It should explain model_root_0.
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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.
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If I remember correctly, this can also happen if you have any vertices/edges that are not connected to a face. Cagelight modified the exporter so you no longer have to split at UV seams, you should try his version: https://github.com/cagelight/jedi-academy-blender-suite
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I don't know. Possibly, though I would've guessed it's the glm.
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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.
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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!)
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Blender: translating an object for only one frame
mrwonko replied to tinny's topic in Modding Assistance
Search for a tutorial on skeletal animation in Blender, I don't remember where exactly the button is right now. I think it's a "record" button? But be advised that translation of the entire model is not supported by gla. You need to enter pose mode for the skeleton, and then animate individual bones. (Those you can translate freely.) -
I think you can check the name of the current map using the console command "mapname". You then know what BSP to check (open it with a hex editor) to find out the Alora NPC they used. If it's the same one as on Hoth, you'll need to modify the map to use a different one. You can either edit the BSP's entities, which is somewhat tricky but there should be tutorials, or you can decompile the map's scripts (there's a tool called DevaheB for this), and adjust them to change Alora's player model that way.
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The different extension means you've done a 64 bit build. That's not really a problem, but it will only work with 64 bit versions of the ui, game and cgame dlls. I can't tell what exactly the reason for the error is. Try debugging the application.
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My jk3files archive contains one file co-created by "The Punisher".
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Walking on walls - Is that possible?
mrwonko replied to ZeroRaven's topic in General Modding Discussions
No, Jedi Academy doesn't support localised gravity changes. But as a fan of Prey I've also thought that this would be a cool new feature to mod in some day, just like the portals in Prey. Maybe I'll get around to it in a decade or two.