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Delta_135

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Everything posted by Delta_135

  1. well if anyone wanna try it out before i release it here you go: http://www.mediafire.com/?6teddgf8022bsei hopefully i remembered all the files
  2. yup seems works fine now: still need to work on the scaling a bit but otherwise it's fine but i'm still curious to why the old one didn't work so if anyone figures it out please let me know
  3. .md3 view can convert it to .glm
  4. sorry for no updates for the last few days the summer heat here have been unbearable but here is what i got so far: i haven't tried to export it to md3 yet
  5. well i've tried to reinstall blender and all the addons but to no avail i think i'm just gonna try to start over from scratch but if anyone wanna try to take a look at the old model and possibly try to find a solution your free to do so http://www.mediafire.com/?m1y355d34f3imu8 if you find out what the problem is please let me know.
  6. okay i've been playing around with the model trying to fix the problem and something funny is going on here. i tried to unwrap the uvmap again but this time i just left the way it was unwrapped i didn't clean it up or anything then i exported the model as a md3 but it still used the old uvmap like the changes i made never happend. so i tried again and made sure i saved the changes but it still used the same old uvmap on the model so ether md3 exporter somehow saves it's own version of the model or md3 view does but since there is no working md3 importer for blender i have to way to check it. i know it sounds a bit confusing but i have no idea how else to explain it i'm gonna try to play a bit more with it and see if i can find anything.
  7. well i tried to flip them and they still showed up black also other parts of the model's texture is weird i tried to uvmap it all again but it didn't work is it because i used a mirror modifier when i modeled it? i did apply it before i unwrapped the uvmap here is what the uvmap it self looks like
  8. you know i might put op both versions if anybody can help me with this uv map/texture problem for some reason the suitcase is black on one side and fine on the other side and some sides are just plain screwed up. but in blender it looks fine i've tried to make the uv map again but it didn't work any suggestions?
  9. here is a little preview: there is still a few problem such as the size and i need to fix the uv map i'll fix them when i get time
  10. right now it's just a model but i'll make it a saber tomorrow
  11. here is all i got done today i know the texture look stupid but i'm no texture artist so i just grabbed a suitcase texture from cg textures so Andrew what do you think?
  12. how does this look? made in 10 mins gonna finish it tomorrow if i have time for it
  13. none here i've always had thing for snow levels
  14. Version v1.0

    765 downloads

    My first real lightsaber hilts for jedi academy. this pack contains 3 different lego hilts; a normal one, an inverted normal hilt and Darth Maul's double saber from lego star wars the game. All sabers have shaders and are available in both sp and mp. enjoy.
  15. got it to work here's what i did: changed all \ to / in the custom propertie md3shader in blender and all other shaders and .skin files exported the model as "saber_w" saved all .tga images as .jpg with no progressive or optimized settings and that did it thanks (should i mark this post as the answer?)
  16. after following l i have finally managed to make a custom lightsaber hilt and get in gamebut whenever i try to apply a shader to it the shader doesn't show up no matter what i do i did try to get a few custom sabers from this site to see if their shader worked and it did, i even tried to copy their code just changing the paths to mach my saber but it still won't work so a little help would be appreciated here is the code: models/weapons2/LegoSaber/LegoSaber { q3map_nolightmap { map models/weapons2/LegoSaber/LegoSaber blendFunc GL_ONE GL_ZERO rgbGen lightingDiffuse } { map models/weapons2/LegoSaber/LegoSaber-spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular } { map models/weapons2/LegoSaber/LegoSaber_env blendFunc GL_DST_COLOR GL_SRC_COLOR detail tcGen environment } } some of the hilts i downloaded had a .skin file so i made one too saber_w,models/weapons2/LegoSaber/LegoSaber and yes i did pack as a pk3 file and yes it's lego saber hilt model (only thing i could think of)
  17. i don't think they ever got made unfortunately i've been looking too
  18. i'd love to have some more control over VIS too no matter how many tutorials i read on vis portals it just never work out the way i want it too so i usually just end putting down a bunch of doors with arena portals in them although that never seems to work as intended nether... and since i'm a coding newbie i have no idea how one would even code something like that. EDIT: can't seem to get the quote thing to work probably...
  19. Well since we now apparently have a coding forum category could one of admins possibly move this topic to said category were it would probably fit better? Thanks in advance.
  20. I'm kinda surprised no one else have made a topic like this yet (or maybe i just missed it ) Anyway after reading half a c++ tutorial and making my generic Hello_world.exe i decided to take a look at the openjk project in visual studio express. After leaning my way around i started to search for the dismemberment cvars (or whatever they're called) because if there is one thing i've ever felt jedi academy lacked it's the jedi outcast dismemberment. Basically in JKO you could completely cut you're enemy's and there corpse apart using the "g_saberrealisticcombat" command. But jedi academy does not have that as it was replaced by the "g_sabermorerealistic" command which is write protected so you can't change it as far as i know. so after looking around for while i manged to remove the write protection and make it cheat protected so you can change it with "helpusobi 1" i also set all other dismemberment related commends to about 100 as default, cuz i'm too lazy to change them in game. the result: Then i remembered a thing that has annoyed some mappers in the past the fact that you can't change gravity in game. Sure you can set the gravity in the maps worldspawn in gtkradiant but you can't change again it unless you change the value in the maps worldspawn and recompile it. so you can't etc. have space ship with gravity inside the ship and no gravity outside because the g_gravity command is also write protected and not even the "target_change_gravity" entity in gtkradiant or scripting can change that (there is A LOT of old threads on gamefront where people have tried to find a way to do it) so i made that command cheat protected instead of write protected and it works perfect. now you can have one room with; normal gravity, one with 0 gravity and one with super gravity. so yeah i'm having a lot of fun with this (also i'm not sure what other category to put this in)
  21. just played some more with the code and created dismemberment glory :3 just like JKO

    1. Show previous comments  5 more
    2. Circa

      Circa

      Are you talking about MP? Because I do all that in SP in JA. I've never tried it in MP. I don't play it.

    3. Delta_135

      Delta_135

      no i only edited the sp code to have max dismemberment as default

    4. katanamaru

      katanamaru

      OJP Basic had a workaround to get dismemberment working.

  22. just tried to compile the openjk code in ms visual studio... did not go well :P

    1. eezstreet

      eezstreet

      what version and which .sln

    2. Delta_135

      Delta_135

      the .sln is the jedi academy but i think i was just being a bit impatient, i played around with some of the settings and got to work.

      not sure how how to check version...

      (i'm a newbie at coding)

  23. i'm a bit confused about this one does it say we an't allowed to use sounds and music from other star wars games and movies a new level or does it say we an't allowed to use sounds and music from the game in new levels?
  24. i'm pretty new to blender so not sure how much i can contribute to the project but i'd like to join in anyway if that's possible at the vary least i can probably make a small plant or something and who knows i might learn a thing or two along the way
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