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AngelModder

Members
  • Content Count

    548
  • Joined

  • Last visited

6 Followers

Clan

  • Current Clan
    JOF Applicant

Profile Information

  • Gender
    Male
  • Location
    Some where Illinois
  • Interests
    UT Modding, JKO Modding, JKA Modding, TES 3/4/5 modding, Source modding.
  • Modding Interests
    Animator
    Coder
    Modeler
    Mapper
    Scripter
    Texture Artist
    General Modding
    Jack of all Trades
  • Gaming Specialty
    FFA
    Full Force
    Speedrunning
    Singleplayer
  • Operating System
    Windows 10

Contact Methods

  • Email
    WasArcAngel@Outlook.com
  • Steam
    angel6969
  • Discord
    AngelModder#9613

Recent Profile Visitors

4,533 profile views
  1. @FrostS Hit me up, I can teach you a few things ^_^!
  2. So... I found the perfect character model for myself! A picture me and said model! https://ibb.co/Wfx5nCm

  3. Holy fuck I made the list back in 2013.... ❤️❤️ Wow thank you!
  4. HAHA yes the pk3 will include the cut down version, in day and night. speaking of I need to get to work on the new skyboxes!
  5. When I drop the 3.5 update in December (the final cut) I will be releasing it's source files minus a few minor details for protection. 😄 Such as oh you'll get the .map but secret triggers and such will go bye bye to avoid spoilers. 😉 Oh btw... Just so you know why there has been a delay in the 3.1 ~ Enjoy https://ibb.co/kqdfyYr https://ibb.co/9YGCdY2 https://ibb.co/HC1Szz2
    I've been using this all day, only slight gripe I had was the cape texture could've been higher res. Other then that this was a solid beautiful model. 9.9/10 Ah hell 10/10
  6. Oh my..... SHAKING YOU VERYY MUCH!!!! beautiful work!
  7. We'll be doing a casting for voice actresses for Jedi's Home 3.5. Please leave PM if interested with a sample of what you can do. Looking specifically for female English/imperial sound as well as non dom-English accent (not British, but not hello there partner American). We'll be doing a lot of the clean up our selves, so as like as your mic is complete **** we can work with it. All voices will be filtered. You will of course receive full credit for your work as well as others rewards. No money sadly... I don't get paid either.. 😞 It's ok we'll cry together... Shhh Shhh its ok... Just try o
  8. PLEASE BE PATIENT THE PATCH IS MERELY POSTPONED ATM. THERE ARE WELCOME CHANGES COMING! 

    1. Lancelot

      Lancelot

      No worries. Good things take time, so take as much time as you need. After all, it's not that you're working on a patch for Cyberpunk 2077.

    2. AngelModder

      AngelModder

      Nah, I take problems more seriously then uhm... Yea! XD

    3. Aldro Koon

      Aldro Koon

      Heads up that PreFXDesigns on our forums mentioned this:

      Quote

      Only issue i'm having is that the "your clans banner" tends to be flipped sometimes. Could you tell this to AngelModder so that he can fix it?

      Should be reachable here too if ya need help pin-pointing it: @PreFXDesigns

  9. So after some more digging and referring more to quake3 rather Jedi Academy specifically. I found this "Lightgrid is used when you want to restrict the size of the lightgrid to certain boundaries for performance optimization. Take a space map for example, you may not need lightgrid calculations done in the void where you have no light sources anyway so you would circle a single lightgrid brush around the region that you do want lightgrid to be calculated. - Obsidian on quake3world.com" Seems like an anti-Lightgrid would be more useful. I'd prefer to mark areas I "dont" want lightmap calcu
  10. Yea that's what I can't seem to really find any explanation of, the application/cautions etc of using system/lightgrid. From best I can tell in this sample map he used it say around the main platform you duel, but then the other 90% that's just visual background candy is left uncovered. However said eye candy area's are still physically reachable by the player. I am considering that perhaps it is a way to distinguish to the engine that "here are important areas" focus on these first and upmost. Sort of like a top priority listing for the lightmapping. Where is Darth G when I need him XD
  11. Most have noticed that during the "Passage Portal Flow" phase of the BSP VIS compile it can take longer and longer the more complex your map's layout is. You'll start seeing numbers in access of 100 MB for the "required passage memory". You've probably wondered how can I fix this and speed this up? You probably just adjusted your chop size in the end and watched your fps never be the same. We were literally told the answer from the get go. Structural brushes as you know split the VIS and create a new portal node that then etc etc. What most don't realize is it's not really the size of the u
  12. Ok, well this is one of those moments where I completely admit I don't know some thing and ask. I really think this is one of those things that is assumed most know or not I am unsure but there is like jack **** about it really. However in some sample maps (the good ones) they often use "System/lightgrid" around their main play areas. What is it? What do you do with it?
  13. Oh yea totally gotto get these both! Although I do think it's a bit hilarious they're milking an old game that's still doing better then some of there new shiny ones.
  14. WILL BE RELEASING A FIX FOR THIS SERVER CRASHING ISSUE SOON. I FORGOT TO ADD DELAYS TO THOSE FORE MENTIONED TRIGGERS - SPAMMING THE SERVERS AND CRASHING THEM. AGAIN I AM VERY SORRY FOR THIS!!! PATCH IS NOT CANCELED, MERELY POSTPONED FOR A MOMENT. Trust me (grins with excitement) it's going to be worth your wait!
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