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eezstreet

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Everything posted by eezstreet

  1. I wouldn't know, as I haven't tried. But just as a guess, you'd have to raise the transform memory limit, adjust MAX_MODEL_VERTS and a bunch of other variables. It should actually be simple in theory but I suspect you'd get a loss in performance.
  2. Maybe @swagmaster can help you.
  3. Yup. I'd take a look at the profile menu for a good idea on how this would look.Basically I am thinking of a three-tabbed menu for NPCs: Spawn (which has a list of NPCs, and basic details about the selected NPC as well as a model preview), Templates (which has a list of templates, "Create Template from Selected NPC", "Delete Template", "Spawn NPC from Template, and a stat list for the currently selected template as well as maybe a model preview), and lastly Workshop, which has all of the Workshop commands.
  4. Oh, well I was just going to use JK2's original styled menus. Unless you want to restyle all of the elements to look nicer, perhaps..?
  5. I will address more of these points later, but I wanted to comment on a few things first: 1. There is no feature to freeze NPCs yet but it's a good idea. 2. Mind Trick level 4 is vastly improved in OpenJK 3. Creating NPCs from a template sounds nice. 4. Would you be interested in creating the .menu for me? Just assume that the buttons etc will do the things that they are supposed to, and that the feeder will work correctly. Thanks.
  6. I'm not sure what the model is. I think it's sitting in my garage somewhere.
  7. I still think that abseil/rappelling, ladders, rock-wall climbing, etc need maps that are designed to use them and/or animations.
  8. Happy to see more people release stuff!
  9. Looking forward to it! I didn't get the chance to check out your last project but it looked great and had lots of tongue-in-cheek humor. If you need voice actors, I'd like to perhaps throw my hat into the ring. I have a good quality radio microphone still boxed up. If I have one bit of feedback, it's that the flags (?) in the hangar look a bit stretched with that texture.
  10. Didn't @@redsaurus merge a lot of changes from it into JA:E?
  11. Bump, since I never got any feedback on this. Perhaps you have an opinion, @@therfiles ?
  12. If Cloudshark isn't on the file section of this site, that would be a total travesty. O_O It's one of the most well-known JK2/JKA maps. Maybe try mrwonko's JK2 files mirror?
  13. The flash tag is part of the _hand MD3. In SOF2 the _hand GLM (note: extension) contains the hand model as well and there's multiple meshes which are surf'd on/off depending on the team. In JK the hierarchy looks something like this: _hand.md3 -> tag_flash -> tag_weapon --> LODs (_1.md3, etc) _hand.md3 is what gets used. Modify that if you want to push the effects around; don't modify the EFX to do this otherwise EFX replacer mods won't work correctly.
  14. Use a func_rotating with a trigger, and the origin brush being in the center of the elevator. (func_door creates two trigger_multiples upon compile)
  15. [red]Thread locked[/red] Actually you have, see this file which has Spanki's Sith Customization skin parts without crediting the original author. But I'm willing to overlook it for now because it's not relevant. For the record, I think both sides could've handled this better. You were shown to use parts from another model and didn't give credit, you don't get to go back and say "Well, I didn't technically break any rules, so your opinion is invalid and you aren't allowed to comment in my thread"1 - while we (the staff) haven't technically banned discussion about things like KotF or EoC or anything like that2 - there's sort of an unwritten rule that states that you don't use other people's work without their permission or otherwise advertise someone else's work as your own. As Kyle Katarn said, "It's not a competition"3 so cooperation is all we have in this community @@Silas - You probably should've messaged @AuriusPhoenix instead of (or in addition to) messaging one staff member (who is currently on vacation) before deciding to blow up. I get that you're upset, believe me, I've been there, but there were so many better approaches that you could've tried before deciding to lose your marbles here. It's just not worth it. 1 - You have absolutely no say in this, BTW. Any user is free to comment in any thread, unless otherwise stated, as long as they follow the rules. 2 - One could argue that we've been more open in trying to get communication from these modders, especially with the latter 3 - I'm paraphrasing Bottom line - don't use any more of his stuff, period. Post your modding stuff in the modding forum (in a new thread) and the comic stuff in another thread (like the one you linked). This thread is now locked.
  16. I like that scope mask. Very nice.
  17. Unfortunately the AC in my house is broken and will remain broken for a few days so I won't have time to look at it until then. I'll most likely be away during those few days. I'll let you know what happens.
  18. The effects subsystem in the game is not very well optimized from a coding standpoint. This is most evident when compiled in a debug build - it relies heavily on compiler optimizations to not slow the game down hardcore. Perhaps I can take a look at it sometime and see what can be improved. In the meantime, we need some effects for specific things that aren't shown in the game - water for when an ATST lifts its feet out of water, a splash effect for ATST feet landing in water, DEMP2 conducting electricity through water, and perhaps some other things that I am missing.
  19. Makes sense to me. I'll get to looking at it in a while.
  20. Make a variety of different stocks and I'll include support for them. I'd also like there to be a scope mask if you could do that. Sorry if that's a lot to ask, but I have some big ideas in mind!
  21. (That's because it is the same AI. There's no differences between the games other than small things/the waypointing)
  22. It really doesn't matter. The hard drive speed is only relevant when talking about map load times.
  23. There are several models (in this post) which have parts that other people have made, and some (such as the Kylo Ren you have posted) are other people's work entirely. If you're going to use these for comics, I understand, but please make sure to credit your sources and/or ask for appropriate permission before doing so. This thread is confusingly set up and it gives the impression that you've made these works.
  24. Can you iterate on this?
  25. The Q3 shader manual is the current resource we have for working with shaders. So how about a shader manual that has some of the JKA specific keywords? I will list the keywords here, and maybe someone can fill in the definitions? Note that I am only pulling from the engine, q3map2_ or q3map_ definitions aren't included here (they're the same as in Q3) map$whiteimage $lightmap clampmapanimMapclampAnimMaponeshotAnimMapvideoMapalphaFuncGT0 LT128 GE128 GE192 depthFunclequal equal disable detailblendFuncadd filter blend GL_ONE GL_ZERO GL_DST_COLOR GL_ONE_MINUS_DST_COLOR GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_DST_ALPHA GL_SRC_ALPHA_SATURATE rgbGenwave const identity identityLighting entity oneMinusEntity vertex exactVertex lightingDiffuse lightingDiffuseEntity oneMinusVertex alphaGenwave const identity entity oneMinusEntity vertex lightingSpecular oneMinusVertex dot oneMinusDot portal texGen / tcGenenvironment lightmap texture/base vector tcModturb scale scroll stretch transform rotate entityTranslate depthWriteglowsurfaceSpritesvertical oriented effect flattened ssFadeMaxssFadeScalessVariancessHangDownssAnyAnglessFaceUpssWindssWindIdlessVertSkewssFXDurationssFXGrowssFXAlphaRangessFXWeatherssFadeMax ssFadescale ssVariance ssHangDown ssAnyAngle ssFaceUp ssWind ssWindIdle ssDuration ssGrow ssWeather
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