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PK_Azlon

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Everything posted by PK_Azlon

  1. Is there any way to group entities the way func_group works for brushes? I have a bunch of lights that need to be kept linked up with misc_models (apparently light shaders don't work properly when used on ASE models?). Having to individually select every single light every time I want to move them all at once or change a parameter on all of them at once is a real pain in the butt. Any ideas?
  2. I use Lightwave 11.5 for all my modeling. Of course I no longer make models for JKA because nobody has bothered to make an MD3 import/export plugin for LW 11.5 and even if they have, it's not likely to be intel mac compatible. I do have my gripes about lightwave, it's certainly missing (or poorly implemented) a couple features that other software packages have, however LW shines for me in the UI. There are no stupid icons to guess, all the tabs and buttons are text-only and keyboard shortcuts are displayed on each button if a shortcut has been mapped for it. The 2 separate apps approach they take might seem odd to some but given the extensive amount of features and functionality in lightwave, it becomes clear that separating modeler and layout cuts down on clutter dramatically. Another thing I love about LW Modeler is Layers. Modeling using layers makes perfect sense if you use Photoshop. I have tried other 3D modeling apps and none of them are as easy or intuitive to me as Lightwave.
  3. After using the most recent "stable" (Yeah right >:-/ ) version of this I can say with absolute certainty that it is a buggy, unstable piece of crap! Frequent crashes and buggy texturing control are the biggest problems, but especially the crashes. I recommend saving after every single action you take because it could go at any moment. Sometimes it gets screwed up so that doing something as simple as deleting a misc_model causes it to crash every single time, effectively crippling your project.
  4. Yeah I have it. It's just not the same. Gorc's saber was not just really long but also really thick. Imagine a player back in 1997 running around in an MP match singing "Mine's bigger than yours!" It was a ridiculous and hilarious sight and one that I will never forget.
  5. I am in the initial stages of a new project and it's a big one! I am designing a Sith temple that draws inspiration from SW: The Old Republic, Mysteries of the Sith, and even various parts of The Cairn installation and Doomgiver from JK2. It is going to be largely geared towards roleplay-style gameplay, Featuring force training areas, Sith Trials and more. I already know I am going to be facing some major hurdles given my limited scripting knowledge in addition to the monumental task of building the map. Anyone interested in helping me overcome these challenges is welcome. Some things I plan to feature: Training areas for core force abilities. (No idea how to make puzzles that use force sense)Sith Trials that test the player's suitability to be Sith (Using dark powers and doing decidedly evil things to complete each test)Reward players who complete the Trials with access to the Lord's Throne room (No idea how to script that) Imprisonment, torture and death await those who fail the trials.Duel Training room stolen from inspired by Kyle's first encounter with a Shadow Trooper in JK2Areas of the temple will (hopefully) include: Grand EntranceMain HallSith ArchivesMedical CenterDining AreaSleeping quartersMeditation RoomArmoryDungeonThrone RoomForce Training RoomsSith Trials AccessA Question also, is it possible via script to put the player into the meditation pose? It might be cool to have a player meditate before a statue that would then grant them a force boost. If so, how would I do it? Anyway, it's a big project and I invite any help I can get on this one.
  6. I WAS going to say it should be easy to make the bridge but then I remembered that the bridge is at an angle and when you try to rotate a brush group it tends to screw up vertex alignments. So I would say either try building it with curves OR as DT85 said, it could be a model.
  7. The nose...the nostril flesh seems smeared on like clay.
  8. I know EXACTLY what you mean and DF2 is my favorite game in the series. I would even just be happy if there was a total conversion mod done for JKA in the spirit of DFmod which brought the nostalgia of Dark forces but redesigned the classic levels with a little bit more thought put into them and a whole lot more detail. If someone did that for Dark Forces II (And I mean actually finish, not start and then quit like every other mod team), I would be their personal slave for a year.
  9. The eyes are too close together and the mouth needs to be moved up a little bit closer to the nose, the upper lip/mustache is too long. Also, you could add a little more texture to his skin, it looks a tiny bit too smooth. Aside from that it's looking really good.
  10. I would guess that it will always have at least some presence unless/until JK4 is made and released (and highly modable) I think its a safe bet that is JK4 is released and is relatively easy to mod, it will be the final nail in the coffin of JK2 and JA as most if not all of us might refocus our attention on playing and making mods for JK4. Of course that WOULD require Disney, EA and Lucasfilm getting their collective heads out of their asses and realizing that the JK franchise it their most successful and biggest cash cow and continuing the saga of Kyle Katarn guarantees them sales and a devoted player base for at least 10 years.
  11. True enough. Does anyone know where to find or how to make a mod for Jedi Knight that gives the player Gorc's oversized lightsaber blade? It was really fun to play with back in the old days but I can't find it or the destruct-o-ray anywhere
  12. i was there last night. Some good stuff, not as much as massassi.net but nobody has the cog files i used to goof around with like the gorc saber mod and black core sabers.
  13. It is too bad we cant host classic JK/MotS mods here too. I'm over on massassi.net looking for old favorites, gearing up to play.
  14. I actually just reconfigured my old 2009 Mac mini running windows XP via boot camp today so I can play it. My mac pro is apparently too new and the graphics card was incompatible even with the steam version of the game running on xp in a virtual machine. It would either crash or show a black screen. So I dusted off the mini and set it all up and now I can run the original game (I have the original disks from when I bought it in 97) full screen and everything is perfect.
  15. Yeah that one with the Kell Dragons had me a bit on edge too LOL! On a side note, they are the smaller cousins of Krayt Dragons.
  16. Yes, it was not only tedious navigating the beams without falling to your death but in some areas the level design was extremely lazy, the kind of thing an amateur would do for practice but wouldn't release due to embarrassment. Most of the game was designed fairly well (though I'd have liked to have seen a little bit more thought put into the level designs) but that particular level was so poorly done I usually either skip it or turn on cheats and fly through it.
  17. Like the title says. Discuss For me, it was the excitement I felt the first few times I played through the demo of Jedi Knight: Dark Forces II. It was level 9 Fuel station launch. Just this amazing experience, the wonder I felt, and the fun of using force powers in a game for the first time. This was before I became the massive Star Wars geek I now am, back when I didn't even watch the films very much and had not yet committed them to memory. I was just so in awe of Star Wars after getting my hands on this game. It also ended up being the first video game I purchased with my own money as a kid. After that I became hooked on SW I started dreaming up stories and characters and reveling in the mysteries of the ancient sith and I soaked up every drop of SW knowledge I could find. Nowadays nobody will play me in SW trivial persuit because I always win. I have to throw the game at times just so others can enjoy playing it.
  18. Ahhh the feels!!! This makes me sadly nostalgic. My heart cries for the glory days of Jedi Knight and Mysteries of the Sith.
  19. It flips back down when I use a func_door so I doubt that.
  20. I did. As I explained above, I set up a trigger_multiple to test that the script itself was working and it works just fine. I can flip it up as much as I want with the use button. The problem is with the target entity itself. For some reason when activating the script by shooting the target, it only works once. The scriptrunner is set to count -1 so that's not it. I have used the shoot-to-open effect on regular targets and they work every time so for some reason when the func_door fires it's target after being shot, it effectively "dies" and won't fire the target anymore.
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