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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. 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
  3. I don't know. Possibly, though I would've guessed it's the glm.
  4. 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.
  5. 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!)
  6. 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.)
  7. 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.
  8. 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.
  9. My jk3files archive contains one file co-created by "The Punisher".
  10. Ideally from a legitimate copy of Jedi Outcast (it should be in the assets0.pk3, I think), though I imagine the demo should also include a version of it that would work.
  11. 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.
  12. Originally this was only used for mouse droids, right? Those can't attack, so chances are that attacking simply isn't supported, but you'd have to check the source code to know for sure.
  13. MP has no support for cutscenes. You can make things fly around, but you can't take the camera away from the players, they'll remain in control, as far as I know. Why go through the trouble of making an ASE out of brushes instead of simply making the brushes the func_static and moving them directly? But if you do want to use ASE, I think you can target a misc_model to a func_static to attach it, in which case you don't need to convert it to md3.
  14. This is also a good opportunity to start making backups. As a coder, I tend to store my data using Git, which gives me a history of every change I've committed so I can go back if something breaks or I don't like a change I made. It also allows me to mirror my data to an offsite server like Github, in case I lose my local data (drive failure, ransomware, file corruption, etc.). It's not ideal for storing large assets like textures and models, but it works. Other solutions might work better for you, but I recommend finding a way to store a history of your changes in the cloud.
  15. You mean the seam at the neck? It looks like the polygons of the head and the torso don't connect to each other, but just kind of penetrate. I assume this was Frankenstein'd? Either way. for the best results this model needs to be edited so two pieces share vertices, and in particular the normals must align to get smooth shading. Once that's done, you just need to match the color of the textures of head and torso at the seam.
  16. You'll need the Blender Ghoul 2 plugin to be able to import and export models. Unpack your asset PK3s and import one of the existing player models to see how they work, and read the PDF manual (though some of the restrictions mentioned in it no longer apply in that version).
  17. The proper place would have probably been Mod Requests & Suggestions.
  18. If there are suitable multiplayer models, converting them to single player should be relatively easy.
  19. If you used an official release, it's probably not a debug build, but if you used setforceall with a level above 3, that might explain it. The fix was just merged, once a new build is released, that should fix your problem.
  20. I vaguely remember there being additional fighting styles that can usually only be accessed with cheats (I think they're the ones Desann and Tavion use?), I don't think they should usually be accessible. Did you do a debug build? Maybe that enables additional features. I've identified the broken commit, it's 962f3198 from August 21st ("Improved OOB packet rate limiter (#1018)"). Before that, everything was fine. I'm filing an issue on the OpenJK Github project. Edit: here's the bug.
  21. It's probably a bug that was introduced to OpenJK recently, I ran into the same issue when I tried to start a solo game in MP using the "map" or "devmap" console command. I thought I had just done something wrong, but your report makes me believe the issue is with the code. I'll see if I can track this down and fix it tonight.
  22. Yes, I'm pretty sure that happens when you export a model without any triangles. Have you tried looking for "Triangulate" as recommended in the comments?
  23. I don't know what file you're talking about. What exactly did it do?
  24. The target_scriptrunner needs a count of -1
  25. 2.79 is not the latest version. There's a newer one for 2.80 here on JKHub: And the version on Github is for 2.81, according to its readme
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