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mrwonko

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  1. mrwonko's post in Blender plugin will not work was marked as the answer   
    If the plugin shows up in the addons window so you can tick the box to enable it, it was installed correctly and you should see new importers & exporters for glm, gla etc. Could you provide some screenshots of your addons window and the import/export menu?
    The latest version of the plugin is available here, it should work in the latest Blender version (3.00). It is virtually identical to cagelight's fork, I've just updated the manual and re-packaged it for easier installation, but like I said, if you can tick the addon box, you have already installed it correctly.
  2. mrwonko's post in Converting Movie Battles 2 mods to JKA multiplayer was marked as the answer   
    An NPC file is only needed to spawn it as an NPC in single player. For multiplayer, adding the icon_default image should be enough, as far as I remember. Just keep the original folder structure intact, add the icon, and you should be good to go, unless MB2 has added some kind of copy protection.
  3. mrwonko's post in Scripted text not showing properly in Outcast was marked as the answer   
    I suspect that scripts don't support non-ASCII characters. I think you can reference strings in the print statement (using an @ or something?), that will likely fix it?
  4. mrwonko's post in Gtk Radiant Texture Bug With Large Open Maps was marked as the answer   
    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?
  5. mrwonko's post in Problems with frankensteining in Blender was marked as the answer   
    I'm fairly sure assassin droids have their own skeleton so that's probably the issue here. I think you can import the droid first, then rename his skeleton (both the object and the armature) before importing the stormtrooper.
  6. mrwonko's post in Separations between the "engine" and the game code? was marked as the answer   
    Yes, the game code is in the DLLs. Initially that was the only available source code.
     
    As long as the interface is kept compatible, game code mods and engine mods can be mixed and matched. For example if you only edit game code, players can choose to run your mod in vanilla, openjk or any other engine replacement.
     
    If you choose to edit the engine (in which case you'll likely want to base your changes off openjk to get all the bug fixes) you'll have your own version and any future patches must come from you.
     
    There's also the matter of licensing, but I won't get into that, just use GPL.
  7. mrwonko's post in Missing textures/shaders on base models was marked as the answer   
    Yeah, some shaders don't work properly on models... I think one workaround was using a misc_model_static instead, though you could also try finding the problematic part of the shader and fixing it or giving the misc_model spawnflags 4 (to force it to be handled similar to brushes).
  8. mrwonko's post in GTK Radiant 1.4 textures not properly fitting was marked as the answer   
    Is this in Radiant only or also ingame? I have an inkling that it may be due to texture filtering, in which case it would only be in Radiant and may be fixable by changing the filtering mode (not sure where you can do that, but the options should include something like Bilinear and Trilinear).
     
    Maybe upload a sample so we can check what it looks like for us?
  9. mrwonko's post in Editing shoulder pauldrons was marked as the answer   
    The part in front of the comma is the name of the surface you're applying a texture to, you mustn't change that. Instead you can have multiple .skin files (at least in Jedi Academy) for each variant.
  10. mrwonko's post in Some little help in reskinning to a newbie? was marked as the answer   
    What are you editing the images with? There's probably some sort of clone brush that allows you to copy parts of the image elsewhere, that should do the job.
  11. mrwonko's post in Problem with Skyboxes was marked as the answer   
    There's a German tutorial describing it: http://mrwonko.de/tutorials/darth-arth/2004/installation-1.4.html I'm not sure how applicable it is to 1.6 though.
  12. mrwonko's post in Shaders: Do we have a complete list? was marked as the answer   
    As the q3map prefix implies, that's a Q3Map2 feature - you just need a compiler version that's new enough to support it.
  13. mrwonko's post in Icarus issue was marked as the answer   
    I've never tried SET_PLAYER_USABLE - I usually go for a trigger_multiple, target_[de]activate and target_teleport.
  14. mrwonko's post in Trouble with Blender animation export + GLAmerge was marked as the answer   
    sounds like you might've merged the animations the wrong way around?
  15. mrwonko's post in Custom Model question was marked as the answer   
    The UV issue is usually due to loose vertices, which can have UV coordinates in GLM files but those are lost upon import into blender, which only saves them per polygon.
     
    I think this can be fixed by selecting and hiding all faces in edit mode, which should leave the loose vertices visible for you to delete.
  16. mrwonko's post in _decal: What, how, why? was marked as the answer   
    It's a Q3Map2 feature; compile-time projection of decals onto surfaces. See the q3map2 manual.
  17. mrwonko's post in Waterfall Missing was marked as the answer   
    I was afraid I might break something, rewriting all of the effects parsing...
     
    Thanks for the heads up, effects with the useAlpha flag should now work again.
  18. mrwonko's post in Teleporting using Icarus was marked as the answer   
    I've certainly successfully used SET_ORIGIN in singleplayer before... looked like this:
     

    set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "cin1_cam1", ORIGIN)$ );Icarus also provides some other ways of setting the origin; I found these: 

    set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_TELEPORT_DEST", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_COPY_ORIGIN", "my_target_position" );You could also try using a target_teleport. 
    Are you doing this in MP or SP? I may be able to put together an example map.
  19. mrwonko's post in Editing Skyboxes in maps that use only one image was marked as the answer   
    After taking a quick look it seems to be using the textures/skies/stars shader, which is already a proper 6-sided skybox shader (from shaders/skies.shader). It should just be a matter of having files with the right suffix.
  20. mrwonko's post in How do I run OpenJK_SP in full screen? was marked as the answer   
    The normal fullscreen option in the menu should work just fine... Otherwise you can change the r_fullscreen cvar in the console as usual.
  21. mrwonko's post in Textures displaying in-game but not in Modview was marked as the answer   
    ModView appears to have trouble with upper case letters in mesh names. Renaming the surfaces did the trick.
     
    I did not know that.
  22. mrwonko's post in importing/exporting sabers in blender was marked as the answer   
    When importing there's an input field for the skin to load, which defaults to "default", so it looks for model_default.skin. Clear it.
  23. mrwonko's post in Backhand saber was marked as the answer   
    Yeah, rotating the model is one way of getting a backhand saber, though it will probably look stupid and be useless with the normal stances. What you really want are custom animations where the saber is held backwards (which would work with unrotated models), but that's a lot of work...
  24. mrwonko's post in GTK Radiant 1.6.4 Where is the move tool? was marked as the answer   
    They have not removed it, it was never there, as far as 1.6 is concerned. It's based on 1.4, so it uses the old "drag" method to move stuff.
  25. mrwonko's post in Mirror texture? was marked as the answer   
    A negative scale mirrors it, but you need to re-align it. Or you can rotate it 180° with rotation lock turned on, then another 180° without it.
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