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Circa

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Everything posted by Circa

  1. I'm not really interested. Not only can I not get radiant to work right now, I have maps to make for JKE and the SWS mod.
  2. Maybe both? Someone along the lines of Owen Lars and maybe someone a bit more rough. @@hleV like I said, that dialogue is placeholder. Those are lines from JKA SP.
  3. Putting in a pk3 doesn't make a difference. And these are base textures, which look fine in base maps. I've also tried running JKA with a clean base a fresh config. Still has the issue. I booted into Windows to see if it happened on there and it does. Which really doesn't make sense. I'm about to try on a new machine.
  4. Its a machinima, not a mod. Just video. Nice work so far! I skimmed through it for now. I'll have to watch the full hour later.
  5. So I can't quite figure this out. Since I started mapping again, a bunch of random textures show up as tiny and tiled in-game. They look perfectly fine in Radiant. I've tried pressing S and changing the wrap to Axial or Fit, etc. None of that changes anything. The same texture that's used on a model works fine and looks good. See pics below. At first I thought it was a problem with my first map, but now it's happening on a new map. This wasn't an issue a year ago. I gave my map to @@MagSul to test and he says the textures look fine to him. I'm also missing a few models in one map. They show up for him, but not me. No errors in the console. It's really driving me crazy. Any ideas what's going on?
  6. Well the Stormtrooper file says this: Doesn't replace the original stormtrooper in /base folder. So if you're wanting it replaced in SP, doesn't look like that's what it does. As for the other one, the replacement might not work on a saved game, if you're in SP. If that's the case, play through the level you're on and move on to the next one and it should work, OR reload the map you're on.
  7. I'd rather have one made for JKA from an artist here. Using one from those sites makes me uneasy.
  8. I wasn't sure if you meant the legality of it, or if it were possible in general.
  9. You can run a script through the console to do this. Download the pk3 below and put in your base folder. Then you can run the following: http://circa.im/files/jka/lock_unlock.pk3 To lock the player: runscript player lock To unlock the player: runscript player unlock And you can bind those to keys if you want. Still not sure why you'd want this outside of scripting a level, but whatever.
  10. If you're putting them in the base folder, then you're doing it right. Link the files here.
  11. Actually, after working on it further, I realized I need the escape pod model. Good catch. I definitely need that soon, as it'll be the very beginning of the mission. I'm using the JK2 escape pod as a placeholder right now. If someone wants to take a stab at that, I would be grateful. Doesn't have to be super detailed. At least not as much as the pictures.
  12. It was a script built into the mission. I recently looked into this while learning scripting. I believe it's this line in the script that does it: set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "true" );
  13. What do you mean by policy? Anything in JK2 can be used in JKA, and vice versa.
  14. STAR WARS SAGA: A NEW HOPE STAGE II: DUNE SEA This was mentioned before but I'm finally making progress on it. The mission after Tantive IV will feature the squad of stormtroopers that was tasked with finding C-3PO and R2 on Tatooine. We see them a few times in that whole sequence. We know they're searching. They eventually find them as the group is fleeing in the Falcon in Mos Eisley. This mission will aim to give a sense of what they faced during their search. The story isn't fully planned yet but it will feature some of the following: Various Tatooine native creatures: womp rats, Tusken Raiders, anoobas, dewbacks, maybe a krayt dragon?Moisture farmer and jawa encounters (could get brutal, they kill Owen and Beru and all those jawas, remember)possible dialogue with Vader via comlink regarding their missionThe key is making it line up with and make sense with the story we already know. We know the Empire doesn't mess around, so these troopers that you play as will not hold back. Yes, there will be new dialogue for these troops and other characters. Yes, you will be able to ride a dewback, like they show in the film. This is still very much a work in progress. All dialogue you see is placeholder base lines. Mostly just getting the map and scripting out of the way. https://www.youtube.com/watch?v=HSAa-_JxZgM What I need: I'm hoping for maybe some new models/skins eventually. Some that people have started and not finished already, that I'd love to see finished for this. Others would just be nice for someone to do. New sandtrooper - I used Haps' Sandtrooper in the video but I would love to have @@Barricade24's new and improved skin of @@DT85's modelNew Lambda shuttle - I know there are a couple people here that have mentioned wanting to start or already have started a better version; would be nice for this mission and future missions for the modNew dewback model - it's pretty rough, as you can see in the video, would love to see someone take a stab at a new one with smoother animationsFinish @@Boothand's womp rat model - would love to see it finished. He made it for me for the white elephant event, but he didn't finish it. Boothand, if you want to finish it that would be amazing. Otherwise, someone else could take it and give it animations and suchPossible NPC skin/model - more on this later, but anyone that wants to contribute a skin/model of a moisture farmer and/or his family, be my guestEscape pod model - you'll encounter this at the beginning - dialogue about them not being there and to move on
  15. You probably won't get much interest in anything non-Star Wars. Also, there are probably a total of 4 mappers here these days. Seeing how the last mapping project turned out, I'd be cautious if trying it again. A couple members left JKHub for good because of that.
  16. I wouldn't say it's hated. For years there was an overabundance of mappers around here, (or FileFront, rather). A better program would be nice I suppose, but would never happen and probably wouldn't be too much different than Radiant anyway.
  17. It's definitely the right size. It's more like a turret/LMG kind of gun. I would say it would better as an EWEB replacement but probably not.
  18. Somewhat. I'm rediscovering my hatred for Radiant, that's for sure. Still would be nice to have more mappers help me, but if I can get one mission done, perhaps more will join.
  19. One interesting one is the only way for an NPC to have no weapon is to have Elder in the name, correct?
  20. Epic. This blaster is based off of my favorite sidearm, SIG P226. I'm glad to see it in JKA, and done so well!
  21. Just use noclip to get through the wall.
  22. This made me almost spit out my drink
  23. Flourish and gloat don't work in base JKA MP. Only in mods and base SP.
  24. .warnbox { background: #e3f6e5 url( images/icons/exclamation.png ) no-repeat 9px 10px; border: 1px solid #b4e3b9; color: #475949; } Topic moved to JK Tech Support. @@Jedi24601 Is this an issue on SP or MP? A specific mod or the base game?
  25. If there's any LODs at all (i.e. model_1) then it will use them. But if it's missing parts then they won't show. If you don't have the head in model_1 or 2 or 3, might as well get rid of all LODs.
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