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Everything posted by mrwonko
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Gtk Radiant Texture Bug With Large Open Maps
mrwonko replied to ArchAngel's topic in Modding Assistance
Is this in radiant or in the game? -
Maybe your radiant is set to multiplayer mode in the project settings.
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Area sounds like area portal to me, are you using those?
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FWIW there should also be an example ctf map.
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Check out the siege example map for team-specific triggers.
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The _off suffix is just a side effect, the actual off flag that you need to turn off is in the ghoul2 properties in the object tab in blender. Hex editing would be preferable to importing and re-exporting though, otherwise you'll lose the normals and this probably introduce lighting issues.
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**OFFICIAL** Dark Forces Mod revival topic
mrwonko replied to Teancum's topic in WIPs, Teasers & Releases
That's perfectly fine, as long as they provide the source code to anybody who buys it (who then in turn are entitled to sell it themselves, or give it away for free). -
How do I overwrite models/map_objects textures?
mrwonko replied to MusicForThePiano's topic in Modding Assistance
misc_model gets baked into the BSP, so changing it afterwards won't affect those maps without recompiling them. You could go the other way and change the playermodel's paths though. -
How do I overwrite models/map_objects textures?
mrwonko replied to MusicForThePiano's topic in Modding Assistance
Also keep in mind that for your pk3 to overwrite base files it has to be alphabetically after the assets pk3s. -
Make sure all but one of the sides of the areaportal are system/skip
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Weird shading on models exported from Blender.
mrwonko replied to Arth's topic in Modding Assistance
I know what you meant, but it won't export if the vertices are welded but the UVs are not. -
Is there an area portal?
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What custom saber is this? There's no reason a custom saber should automatically be shorter as they are all treated the same by the game, so my guess is that either the .sab file specifically defines a shorter length or else the distance between the tag that defines where the saber is held and the one that defines where the blade starts is shorter.
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Weird shading on models exported from Blender.
mrwonko replied to Arth's topic in Modding Assistance
You can't export welded UV seams, sadly, so it's often impossible to fix. -
If it's just a new player model, you don't need the animation at all, so you should have no problems importing the skeleton.
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The Jedi Academy plugin suite for Blender includes a gla importer, though I wouldn't recommend importing all animations with it - 30000+ keyframes are slightly more than Blender can comfortably handle and last time I tried the import took forever. You can import only a specific range instead.
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Weird shading on models exported from Blender.
mrwonko replied to Arth's topic in Modding Assistance
Unfortunately the import isn't lossless - normals are lost, and I'm not even sure Blender supports custom normals, so maybe there's no way to fix this... -
Yes, you'll need waypoints for NPCs to know how to reach their target, and you should always have them so enemies can reach the player. Generally just putting some waypoint entities down within line of sight of each other is enough, you can use the "nav show all" cheat to see if they got connected properly.
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No, you actually only need to change it in the G2 properties box. The object name should only matter for the roots in the hierarchy (so the exporter knows where the different LODs are), below that matching is done by G2 property.
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I can see where you're coming from, traversal in BOTW is so fun! While we're dreaming, I'd love the climbing as well. Let me climb up an AT-AT's leg to hijack it!
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There's a manual included with the Jedi Academy Blender plugin suite that explains the requirements you have to satisfy.
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I recommend reading the exporter's manual.
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There's a cvar that contains your current model including customizations, it might have been "playermodel"... Check that to find out the name of the .skin files you need, then look into them for the shader names, then do a full text search in the shader files to find out what needs to be included there.
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And you might be able to move the vertices around on the uv map a bit to space out the area that is distorted.