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mrwonko

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About mrwonko

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  1. The models/players/SenatorAang/cape shader has a missing }
  2. The reason is a missing } in the textures/Valora_Underlevels/glass1 shader.
  3. Can you share a pk3 with everything required to reproduce the issue?
  4. Clear out the skin setting in the import dialog when importing glm files without skins.
  5. What exactly is the bug? Do NPCs sometimes turn off one blade to use fast style, or do they use fast style with both blades extended?
  6. In theory it's possible, but I don't think we have the necessary tools. SomaZ' Blender BSP plugin gets closest, but it looks like it cannot add new brushes (yet?). Or maybe it could be done using a misc_bsp?
  7. The original source code release included some of the xbox code, maybe that can help you make sense of it? There's a mirror at https://github.com/jedis/jediacademy.
  8. The way I remember it, the title crawl comes from a single image file, which is hardcoded, and it only plays before one specific level. So there's no way to combine multiple mods with opening crawls without modifying the code. Keeping each mod in its own mod folder is probably the easiest way to handle it. Restarting the game to change mod is not so bad, and helps avoid other potential incompatibilities between the mods as well.
  9. If you're on Windows using Visual Studio, there's a dropdown to select the type of build to perform, I think typically in the top bar. If you're on Linux/Mac using make, I don't know.
  10. There are a lot of assertions that you can run into when running a debug build. If it's a new one caused by something you added, it's worth understanding why, but don't worry too much about the ones that already trigger. Just do a release build and they'll be ignored, that's how Raven "solved" the issue, too.
  11. It doesn't come with an official Linux/Mac release, but the tool is written in Python, so chances are you can get it running without too much trouble. These are done using the scripting language Icarus, which is typically written using the behavED editor that comes with the JKA SDK. The compiled .ibi versions of the scripts can be found in the scripts folder, and they get referenced by the map by using target_scriptrunner or by setting the spawnscript/usescript/...script property on an NPC. There's a tool called DEvaheb for decompiling .ibi. The menus don't use Icarus, they use an extended version of Quake 3 Team Arena's .menu files. For level selection, there's a bunch of hardcoded logic in the engine related to storing progress in a cvar and retrieving it again, but I'm not familiar with the details. I don't think anyone has generalized it for modding yet, but it would be a good idea. Same for the force selection menu. I think you can just use force sight to get the dodge ability yourself.
  12. What do you mean by "mark"? Are you referring to the sharp shadow? Lighting is based on normals, if there's a seam at that point you may want to merge the involved vertices or align their normals for smooth blending.
  13. Look for Blender UV Mapping tutorials, it should be fairly easy to fix once you know how.
  14. There's a limited bsp editor in the files section, though I think the version on GitHub is newer. It cannot change the level geometry, but you should be able to edit the enemy placements. I believe you cannot increase the number of selectable levels per tier without coding, but it's probably possible to insert additional levels in the multi-level sequences in-between (Hoth/Vjun/Taspir). You can also replace existing levels entirely. Look for a target_levelchange using the bsp editor, that should define which level to load next, or if the game should go back to the level selection.
  15. It could be implemented, but it's probably outside the scope of the OpenJK project. I think some multiplayer mods like Jedi Knight Galaxies have explored the idea before, but I'm not aware of anything for singleplayer.
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