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Everything posted by Cagelight
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- 8 comments
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- city
- botroute support
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(and 1 more)
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I don't suppose you'd consider releasing source for this map? I always enjoy poking around map sources, and also recompiling them with higher lightmap resolution (with a JA modded to be able to use such). Thanks for your hard work, especially so long after this game's release, it makes me incredibly happy to see big maps still being made.
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InGame frankensteinmodel bug - Blender
Cagelight replied to WizardMKBK's topic in Modding Assistance
The problem is that the GLM importer at the moment does not preserve normals, a very old problem from long before I started working on it, I might be able to fix this eventually but for now the normals must be manually repaired using a Data modifier on the meshes referencing a disabled, combined version of the model. It's kind of an advanced topic in Blender and I've never been good at describing things. It should end up looking like this though: https://i.imgur.com/HO0FZx6.png -
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Version 20190822
2,295 downloads
This is a Blender 2.80+ update to my 2.79 port: https://jkhub.org/files/file/3521-blender-279-jedi-academy-plugin-suite/ NOTE: Blender 2.80 significantly changed the plugin API and at the moment only GLM import and export is confirmed to be working. If anyone out there uses any other features (ASE, ROFF, et.) in this plugin suite, feel free to contact me on discord (Cagelight#6790) and I'll look into porting it but no guarantees, you are also free to port it yourself and create a pull request on the github. This project is on github here. -
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1,910 downloads
This is mostly the same as the file found here, except GLM export has been rewritten to use a more modern mesh pipeline. The Improvements: Custom Split Normals support No longer need to split the mesh on UV seams Modifiers with "Render" visibility are automatically applied at export This project is on github here. -
If we do it, we will not be forking Radiant. It's an unsalvageable codebase with little room for improvement (without more effort than its worth).
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Remove "float: left;" from the color classes (.color0, .color1, etc.), and add "text-align: left" to relevant text container classes (serverName and playerName)
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I have just enabled HTTPS on the ParaTracker server.
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It's been open this whole time, I've posted the link in this thread before. I suppose it's not in the OP though so it's not obvious. https://github.com/cagelight/jaownt If anyone is actually interested in helping out, they can feel free to message me for a direct line of communication. I'm the only programmer at the moment.
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I believe he intended for you to modify Hugeflat - Dark. Once you've made changes you like to that, you upload the .css file somewhere that accepts hotlinking (like your server) and use the last option in the skins list, Custom.
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It seems there's a bug with the iframe link generation. Will be fixed shortly. In the mean time simply find "enableGeoIP" in your generated iframe link and set it from false to true manually.
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I'd just like to point out in case you weren't aware, ParaTracker does offer a JSON option for high degrees of customization if you're feeling up to it. The lack of the need to refresh makes it fairly straightforward.
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I don't think bullet would be very useful for a particle system, simply the wrong tool for the job. I would like to see the particle system improved though it's not very high on my list to be honest. As for destruction, better breakables is something I want to tackle at some point. It should be fairly easy to procedurally generate chunks by adding disecting planes to the brushes.
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I'm not sure what you mean, could you elaborate?
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Don't mind at all. The project is being kept here: https://github.com/cagelight/jaownt If you want to talk to me about it in greater detail, I can chat on steam or discord.
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Unfortunately yes, I've completely removed the SP component from the project. It's just not worth it having to maintain two entirely independent codebases. If it's any consolation, NAB622 wants to restore a lot of the SP functionality into MP so that the campaign is playable in MP. (Synergy/Sven Co-op style)