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Everything posted by DarthDementous
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And if I put the player model I want to view with the rest of the base player models and _humanoid, then choose the model.glm of the player model it won't give me that stupid error even though the .gla is not specifically in that file?
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@@CaptainCrazy Right back at you Is there anyway we can extrapolate some of the code from OJP's t1_sour mission to see what they did with that? (I wasn't even aware OJP had co-op, are those files still downloadable to host on a server?)
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Does that mean I should create a folder on the Desktop since that is what the 'Drive' first locates? i.e If I made a base folder on my desktop would the path be C:/base/ UPDATE: Now when I click on the .glm it says missing animation file players/_humanoid/_humanoid (.gla) would that be under the humanoid folder in the assets? Is it a necessary thing to view models in ModView because I can't just launch the .glm. Funnily enough this is also one of the reasons I can't open any .glms in Blender even after installing Mr. Wonko's plugin. I also like how the .exe refused to work multiple times but running it as administrator seemed to fix it. DOUBLE UPDATE: Nope... copying the humanoid.gla from models/players/_humanoid into the C:/base/ directory with the model.glm and skin files did absolutely nothing. Still getting the same error. Starting to think ModView is destined to not work on my computer.
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Hi guys, I figured downloading ModView would make previewing a skin a lot easier than having to open up the game and look at it from there. Well I thought that until it completely refused to work... Everytime I navigate to a model.glm in a file and go to open it I get this error: Filesystem call made without initialization. Then sometimes files say MAX Q_PATH EXCEEDED. Some help would be greatly appreciated.
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Considering I started the topic I would also greatly appreciate a PM @@Dumah 11523 . But seriously, that is a nice find and I definitely appreciate the skinning and remodelling of the head to actually look like Ray Parks. I had a friend send him a message on his YouTube channel but we're still waiting for a response. Am I correct in assuming the cybernetic maul model that was released came with that nice tattered hood skin with the metal legs as well?
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Terminator Multiplayer you say? Dayum, may I have a link to that? Well that greatly narrows the chances of any one of these outfits being made but that's okay I guess. I don't know how well a skin against one of the already made maul models would work but the idea is still out there if anyone wants to try it.
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So I'm sure most of you have heard to your great dismay of the cancellation by NONEOTHER than George Lucas himself of a Darth Maul game - not dissimilar from TFU but the combat seems to be... different. Apparently it featured this weird time travel story allowing Darth Maul and Savage Oppress to interact with such characters as Darth Talon, Darth Krayt among other Sith that were prevalent in the EU. Certainly a pity... I am aware that @@DT85 was working on a proper Ray Park's representation of Maul and while I can't find that topic anymore (I do still hope it is being worked on, progress looked amazing) I can perhaps present some new costume ideas based upon the concept art of the Cancelled Maul Game:
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That's pretty awesome that it sounds do-able. I don't suppose it would be one of OpenJK's final goals but if after everything gets done that gets added it would be a very welcome addition indeed.
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First things first, is this idea feasible? How would one go about letting another client join them to aid in a singleplayer mission? Could it literally be done on the singleplayer coding or would multiplayer have to be modified to allow the AI and scripts to function the same way as regular singleplayer would. I am not coder by any means and am genuinely curious whether this could be an idea that works - it would certainly make for an interesting gameplay dynamic and encourage modders to create more SP driven maps. Regards, DarthDementous
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Hey everyone, A friend shared me this link: http://psyko3d.50webs.com/pics/Darth_Malgus.html I don't recall that ever being released... I'm not sure if that is still a work in progress but to the unitiated it looks very close to completion if at all completed. Psyko, where there any personal reasons this beautiful model was withheld? I don't want to go gushing about how unfair it is to not have it in my base folder I'm just generally curious what happened to prolong the release of the Darth Malgus model. Regards, Dementous
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Well hello there gentlemen, Basically I made a water shader that worked okay but still needs to be optimized for the current setting of an underwater base, as it was previous outside so it was all weird and glowy. textures/float/water1 { qer_editorimage textures/float/water1.jpg qer_trans 0.75 sort banner surfaceparm water surfaceparm nonsolid surfaceparm nomarks surfaceparm trans q3map_material water q3map_tessSize 512 deformvertexes normal 0.1 0.1 deformvertexes wave 64 sin 0 0.5 0.2 1 { map textures/float/waterenvmap1 tcGen environment blendFunc GL_ONE GL_ONE } { map textures/float/skyenvmap1 tcGen environment blendFunc GL_DST_COLOR GL_ZERO } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/float/skyenvmap1_sun tcGen environment rgbGen const ( 1.00 0.95 0.79 ) blendFunc GL_ONE GL_ONE glow } } I was wondering if by replacing the skymapenv1 picture with a view of what the environment at the top of the water brush will look like (in this case an x-wing in a bay) will fix this? Now onto the big painful ass thing that has been plaguing my GTK Radiant. Whenever I create a brush for a water brush I texture it entirely in caulk_water then texture the top and bottom faces with the water texture I want to use. HOWEVER. Sometimes only one little pool of water actually functions like water other times they're both like regular old stiff brushes and I have no idea how to fix that. Also sometimes there are pieces of brush missing ingame but not from the editor so what's up with that? Bit of a jumbled post I know but some help would be greatly appreciated.
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Hey, I finished the FA files to convert my hrakert station map into a movie battles 2 map but came across a weird error: not a jpeg file starts with 0x89 0x50 I read that it means that the .jpg file is unstable but I definitely know its not the map that is the core problem because I loaded it up in regular multiplayer without a hitch. Some assistance would be greatly appreciated. EDIT: Well technically my friend who I gave the file to is only having this error, when I load it up in a dedicated server and then join I just instantly crash to desktop. I've already added info_siegeteam1 and 2 so there should be no reason it would be messing up like this.
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Movie battles 2 has this down to a T. Only effect shown is lightning.
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(Suggestion)Rakatans of the Infinite Empire
DarthDementous replied to DarthDementous's topic in Mod Requests & Suggestions
Not true at all. At the time of the Infinite Empire the Kwa found the Rakatan species through an infinity gate and taught them the ways of the force. However, they only embraced the dark side and ruined the balance. They then used the infinity gate to escape into the universe and conquer the galaxy. It was during the end of their reign that a plague came over them that gradually cut them off from the force. The One probably had an unusual amount of midichlorians (shudder) and the process took longer. -
New Darth Malak Model
DarthDementous replied to GamingPrince83's topic in Mod Requests & Suggestions
Why are you constantly advertising ported models on JKHub? -
(Suggestion)Rakatans of the Infinite Empire
DarthDementous replied to DarthDementous's topic in Mod Requests & Suggestions
:|. -
(WIP) Hrakert Rift Station
DarthDementous replied to DarthDementous's topic in WIPs, Teasers & Releases
OH MY GOD! You are an absolute legend Syko those will help so much! I am greatly appreciated that you would let me use your textures! Yes, as for custom water textures I was going to investigate how to do that after the map is somewhat near completion and I certainly LOVE the idea of the interactive elements but I think apart from adding zero gravity outside, I'll leave the scripting to after. I had plans to rework the lights so that one was flickering and I was having troubles with effects otherwise it'd look a lot more lived in! -
(WIP) Hrakert Rift Station
DarthDementous replied to DarthDementous's topic in WIPs, Teasers & Releases
Alright this next post is going to be a bit lengthy so I'm going to split it up into sections: 1. Plans and Goals for the Map. 2. What I need help with 3. Screenshots of Progress I haven't been working on this for about of week due to juggling school responsibilities but that doesn't excuse the lack of any updates whatsoever. I propose that if I make progress I will keep you guys updated on it so I can receive some criticism in real time. Now, as for how far I plan to go with Hrakert Station for now I plan on making the level up until when you first step outside onto the underwater part. I also have plans to bring this into Movie Battles 2 with an FA along the lines of insane wookiee-like Selkath vs mercenaries . It'll be up to my commitment to decide whether I'll continue to build the rest of the station once this has been done. At the moment from what you can see from the screenshots, the light texture is missing. This is not an error I'm not sure how it was caused because I was fiddling around with the settings of my light emitting shader *which works perfectly thanks to MoonDog* to emit a more orangey kind of warmth because the lighting was looking too dark and desolate (weird for a place underwater I know, but the ref pics I'm working off prove otherwise!). I'm also having trouble with fx_runners as in it won't emit the effect I'm trying to get it to do. I've placed the fx_runner and I've directed it to the effect so I'm not sure what's going wrong. The next ones a big one that will save a looooot of hassle. Is there any possible way to merge the brush back together after cutting it? Its split into so many pieces when I'm trying to make a direct shape that it just complicates a lot of things. Doing func_group does not work but that may be because I'm using GTK radiant 1.6.4 Time for screenies! I've found a much more suitable skybox so that should look nicer. I'm not very happy with the textures and the lighting though but I'm not sure how I can improve it it :\.