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mrwonko

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  1. info_null is only visible to the compiler q3map2, which removes it so the game never sees it. It thus does not count towards the in-game entity count, but cannot be used by the game, either. It's useful for things like defining the direction of a spotlight, which is calculated by the compiler. In theory, the compiler could do something similar for fx_runner, because its direction can also be defined using the "angles" property, which q3map2 could theoretically derive from its target. In practice, it's the game that derives the angles from the target, so you need to use an entity that is not stripped out during compilation, like info_notnull or target_position. Or you can create a patch for q3map2 that enables it to target info_notnull.
  2. Oh, if the .map is included, it's probably simpler to edit that using NetRadiant Custom and recompile it instead of trying to edit the entities in the .bsp.
  3. There are different ways to do it, but typically a wave of NPCs will use their npc_target property to use a target_counter on death, which counts up to the total number of enemies in the wave and then triggers the next wave. If that's the way it's built, you'll have to edit the entities in the bsp file, for example using
  4. Sounds like a bug in the code. Since the code was never released, I don't think it can be fixed. Have you considered trying JA++ instead?
  5. How about sharing your solution, so others can learn from it?
  6. I'm not entirely sure if you need a shader to get correct lighting for the model, maybe not. On export, every vertex can only have one UV coordinate and one normal. So if you have sharp edges or UV seams, the vertices along them will get duplicated automatically on export. You can re-import the exported glm to see the result. To get around it, manually split the surface in question. Ideally aim for less than 500 vertices per surface after exporting, because dynamic shadows cause the limit to be halved.
  7. The exporter should automatically discard any bones beyond the 4 most impactful ones.
  8. There are different ways of weighting models, but they're not specific to Jedi Academy. You can look for general advice on how to do weighting in Blender, the only important thing is that it needs to be done using an armature. I would not start by assigning individual weights using vertex groups. For a rough first pass, bone envelopes should provide a more convenient workflow. Weight painting would then only be used to further refine the result. But this is not my area of expertise, I know just enough to get something working, but probably not efficiently.
  9. That error should not happen, can I see the .blend file that produces it?
  10. I'm not aware of a concrete overall vertex limit, but performance will suffer eventually. Try to stay close to what the original models use, this will both help keep things smooth and improve visual cohesion with the base game. Typically, caps are hidden until dismemberment. But I'm not sure if that's hardcoded, or if models explicitly mark these cap surfaces as initially disabled. If it's the latter, you should be able to have caps that start on. Or just don't give them the magic cap names, just make them "regular" always-on surfaces. Having a cap that doesn't behave like one would probably just be confusing to anyone examining the model.
  11. You should not need to hex edit your models. Just make sure that when you unpack the original files, you keep all the paths intact, so that _humanoid.gla ends up in WhereverYourJediAcademyIs/GameData/Base/models/players/_humanoid/. Then you can refer to it as models/players/_humanoid/_humanoid.gla in the export settings and the game will be able to find it.
  12. Take a look at and let us know if you still have questions.
  13. Sounds like something that needs to be fixed in the game's source code. Or you can limit your FPS.
  14. Usually, collisions e.g. with lightsabers are calculated using a lower LOD (I think 2) to keep them reasonably cheap to calculate. Since the model doesn't have any LODs, the calculations become too expensive, they need too much transform space, which has a hard limit. Some custom engines may raise this limit, which could be why you had no problems before? Either way, I would recommend giving the model LODs 1 and 2 which are roughly in line with the vertex count of vanilla models.
  15. The models/players/SenatorAang/cape shader has a missing }
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