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AngelModder

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Everything posted by AngelModder

  1. I thought I said not to modify my skin Lord Vader....That means for personal use as well... It specifically said when i released my Darth Vader to not modify it at all without my consent, you can modify toshi's original vader, but not the version with my textures...
  2. Cause she's Op as hell XD! makes desann cry!
  3. Just a simple question about func groups, is there a command for setting them to be non solid? Such as _cs 0 / _rs 0 toggles casting shadows and receiving shadows however is there a command to toggle it to non solid. Application. I have some details on my pillar that look like small ribbons (made of patch meshes), however theirs NO need for that extra surface compilation come meta compile. So as a func group can I toggle them non solid? I keep thinking darth G's entity definition had some thing on this (though I've not had that for years) Some thing about _ns or some thing along those lines. AngelModder™
  4. Is there a way to install a password or some other form of security on out pk3's so that only the game can use them? One of my recent projects has material that I do not want ANY ONE messing with and or using. My feeling's on this are, I made it, it's mine, make it your self. I've recently discovered a group that had entity modded one of my maps, I am NOT happy about that either. Any ways, is there a way to lock them? Perhaps set the materials within to read only or some thing?
  5. This model lacks in many area's, the face is pretty good, but "I" cant even fix this via skinning to repair the lacking textures on the robes. The UV Mapping is so messed up on the arms and other places it's impossible to fix it up. This model is also missing several important details. The two saving graces for me are the face (Which I again had to touch up) and the sounds. 2/5 ~AngelModder
  6. This model is really well done as is the skinning. I would really like to see some one put some effort into a new Darth Sidious. The Mb II one lacks highly in the skinning area, even my attempt's to fix it were halted by the fact the robes were so poorly UV Mapped that it distorts horribly in many spots.
  7. You more than liely have the jko maps for jka, so you probably have some of the textures it used. I was lucky as I as a mapper I automattically move all the jko textures over to my jka base in folders name textures/JKO-(PLANET W/E).
  8. Mind ='s blown !!!
  9. Point is is that the line is grey, theirs a lot of maps with ported textures even, take arevass as an example of this, those are jacked straight from ut 2k3... Music from other games, this is going to be a highly controversial move on Jkhubs end...
  10. In that case you better run through your files cause theirs a ton, that also includes szico's model packs etc... That also therefore would mean blue ice twilight and many other maps would also have to be removed for using ported things from other q3 or other games... bassically the point is, where does the line get drawn? And wtf is even the point? I mean do you really think any one's paying attention to this community? If they were we wouldn't still be stuck with jka we'd have a new game... Say goodbye to about 25 % of the good models and such on this site folks...
  11. O-o a two seater lawn mower?
  12. Oh lord lets not have another inyri Forge which hunt of ported models... It did nothing but turn off people to JK2files and it will do the same here. The game is dead, let people do as they wish...
  13. Caulk_nonsolid will always do that unless you set it to detail. Although thats useless as you'll get the same result as the nodraw idea. You might try setting it as a world fog rather then using brushes. This also all depends on the actual gof shader it's self. The cull twosided one's tend to have this issue when doing your fogging with brushes.
  14. Ok so these two questions may or may not be related however both oddities and issues started around the same time. In this shot you can see pretty much the maps essential information, brush count so far is faily low, the geometry of the brush work fairly simple. also the overall entity count, around 430 of them are lights. Now oddity one is the weird result of unescesarry portals outside the actual map its self. Now of course these are not causing any vis compile issues, happily despite this maps size now that I've gotten the hinting technique down goes incredibly fast, less than a minute for a very large map. However I am wondering if this is an indicator of a smaller/potentially bigger problem. I also am wondering if this is also hurting the next stage of compile my lighting as oddly enough I compile light fine without a vis compile, but if I do a vis compile I get safe malloc during it. Even with giving it a couple of minutes break in between compiles. I looked through my compile logs and theirs no indication of any leaks or what not so I cant seem to figure this one out...
  15. Yea I've put together a dark grey skybox with a a cloud layer over top for those areas where you "might" see it, however the over head canopy is pretty thick so thats not many spots. I did give my lighting a blue touch as well, I saw this in many of the original movies shots. Right now Im still in testing phase building all the assets, trees, textures,The environmental basically. Ill post some pictures once I have that all together, then I can begin working on the actual map.
  16. Well the trick is taking advantage of the conditions on degobah, rather foggy, dark and mirky. I've already designed about 6 different trees, the trick is atm figuring out what it's sky should look like. Ill Be focusing on Yodas hovel, lukes crash down spot and the cave. wont exactly be a giant ffa map but a smaller ffa map good for rp and a good jedi trial. I've wanted for a long time to mess with some ones mind via some thing like a jedi trial. You'll find I'm unusually cruel, and will make you face your fears.
  17. I'll be sure to do it credit, I was acctualy talking to a buddy on skype today about how I'd never seen a Degobah map for jka, so I started working on a few trees and decided to see if any one had ever done this one. turns out a few big mod projects had tried it, however as they died, there maps went with them due to lack of release. Gimme a few weeks to cook up the trees and terrain!
  18. Already working on this...
  19. Thanks dude, I was looking for a beautiful statue to put in my map, the lady of Iris one will do great! I don't normally outsource for such thing's, but this one is just gorgeous! Great work mate!
  20. Thank god some one finally did this... now I can tie kyle to a dart board.
  21. Yea Pm me, I'm putting together an updated version of this to add that and npc's as well as fix several errors I've recieved reports on, and a critical crash problem for myself and other folks that we didn't encounter during preliminary testing.
  22. I'll be updating mine in about a week to include full npc support, bot support as well as fixing this and several other errors I've ran across.
  23. Such a shame the project died, Ill keep this safe just in case !
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