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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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).
  6. The proper place would have probably been Mod Requests & Suggestions.
  7. If there are suitable multiplayer models, converting them to single player should be relatively easy.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. I don't know what file you're talking about. What exactly did it do?
  13. The target_scriptrunner needs a count of -1
  14. 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
  15. You also need to enable "toggle" on the func_door to prevent it from closing again after a couple of seconds.
  16. You don't want to split every single edge, that's an enormous waste of vertices. Which version of the exporter are you using? There's a newer one by someone else that doesn't require you to manually split meshes at UV seams.
  17. Which version of the exporter are you using? There's a version that builds upon mine which works in newer Blender versions and removes the need to manually split meshes at UV seams.
  18. Sure thing, I've deleted them. P.S.: I've figured out why I missed this thread, JKHub stopped sending me emails three years ago fnar.
  19. You can probably understand not wanting to have your email address online ? I've edited your email addresses out of the readmes of every file with your name attached, you may need to reload the pages before seeing any change if you've opened them previously. I didn't (and can't) edit it out of any readmes potentially included in the downloads, I could only remove the download from the index entirely. Do let me know if you want me to do that.
  20. Hey, sorry I didn't see this earlier, I don't check those email accounts very often, and I had not enabled notifications on mentions here on jkhub for some reason. I'll look this on the weekend.
  21. Things that are too far away won't be drawn, leading to this effect. I think there's some way to change the distance, adding some property to worldspawn, but I don't remember the exact name. Something along the lines of cull distance or far plane distance maybe?
  22. Is this in radiant or in the game?
  23. Maybe your radiant is set to multiplayer mode in the project settings.
  24. Area sounds like area portal to me, are you using those?
  25. FWIW there should also be an example ctf map.
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