Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. QEffects works if you're into that sort of thing. The Pro version which I made has some large improvements to the effects so they look significantly less washed-out. There's also a setting in r_ somewhere, like PatchLOD or something which improves the quality of patches significantly so they look less blocky.
  2. I'm talking about eyes following the character.
  3. You can do it without breaking game compatibility. It's 100% handled on the client as far as I know, in cg_players.c/pp
  4. It's fortunate that it isn't tied to the engine, otherwise you'd need an entirely different engine if you wanted to replace the lightsabers. Or recode the engine.
  5. Yeah, but there's like a million lines of code that you'll have to remove/replace, both client and server. Fortunately it isn't tied to the engine at all.
  6. I've (more or less) retired from making JKA mods entirely (and I retired from JKG even longer than that), so I'm not really in charge of anything. I do give advice to the team when it's asked for though (like if they ask me for help, etc)
  7. This isn't a request for JA specific tutorials or anything of the sort, it's just some about software, ie "Using the Extrude tool" or something
  8. Hi, Modeling is often both software-specific and incredibly generic. There are hundreds of tutorials out there, so how do you know which ones to use? I'm calling upon our veterans here to find the best tutorials for modeling. These could be the most obvious, basic tutorials out there, or they could be rare gems on YouTube. Please mention if it's software specific. This should solve us the issue of telling people to "Google it" which may be perceived by some as being rude.
  9. There is an IRC channel, it's located at irc.arloria.net / #jkhub. It is not official however.
  10. PNG loads slower than TGA because it's compressed. The image would need to be decompressed essentially twice, and once it's compressed, it has the same size in the PK3 as a PNG does.
  11. I think so - there's one in MBII for sure.
  12. Hmm. An Anakin Ep3 reskin might do the job, actually
  13. No, I'm saying to do just a straight -meta compile, nothing else.
  14. You might try running a -meta compile before doing any other compiles. I get this issue in 1.6.4 and that usually solves it. (If not a -meta, try a straight -vis)
  15. It's because the game automatically hides brushes, models etc which aren't in view, in order to save on FPS.
  16. I think the hair color is a bit too dark, not enough grey? But looks amazing regardless.
    1. Mysterious Stranger

      Mysterious Stranger

      I didn't want to since it's like treading into a trap, but since you explicitly asked...xD

    2. Merek

      Merek

      thanks eez

  17. Yeah, you should be able to do that with a misc_model_breakable. The "breakable" part is optional, there's actually several surprising cases where these types of entities are placed (the switches on the sandcrawler in t1_surprise, for instance)
  18. I'm saying that the player/projectiles likely won't be able to collide with the bottles but I get the impression that this isn't an issue?
  19. Whoa, looking good.
  20. You can use a misc_model_breakable with scripted movement. The small 1x1 box on it indicates the origin. You may run into issues with collision however.
×
×
  • Create New...