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  1. The base was actually pretty large - Luke's ride inside the box felt shorter than it actually was because it was described briefly, but it's probably at least 5-10 minutes from the landing pad to the storeroom. And yes, the ship in the landing pad is the one used by Luke to infiltrate the base, recreated from the description - including the larger crate concealing his X-Wing.
  2. Really strange that the model would be untextured - are you sure you applied the texture in the Ghoul2 properties of the object? As for the blade, I suggest you to import the tags from another lightsaber model - from my experience, tags can get fuzzy sometimes, this should fix the saber orientation.
  3. I think a script to SET_WEAPON <weapon> will suffice - not sure though, the player might be unable to return to it once it is deselected.
  4. 200 downloads

    A recreation of parts of the Cavrilhu Pirates Base, based on the description from Specter of the Past by Timothy Zahn. It is an asteroid in the Amorris system, in the Kauron asteroid field. It features a landing pad, quite a few corridors, a trap (recreated as best I could from the description from Specter of the Past, but thank multiplayer for having to downgrade it!), a warehouse and several rooms. I included the map file and script sources, in case anyone wanted to take a look. I didn't find any bug, although I may have missed a couple of caulked spots here and there. To install, unpack the file Cavrilhu.pk3 in your GameData/Base folder. To uninstall, remove Cavrilhu.pk3 from your GameData/Base folder.
  5. Easiest way I can think of is to let the script run twice, but use a script that is run before it to declare a variable or set a parm and then run a check so that it runs the first part during the first cutscene and the second part during the second, like this: //(BHVD) declare ( /*@DECLARE_TYPE*/ FLOAT, "script_stage" ); set ( "script_stage", "1" ); in the early script; //(BHVD) if ( $script_stage$, $=$, $2$ ) { rem ( "*Run second cutscene*" ); } if ( $script_stage$, $=$, $1$ ) { rem ( "*Run first cutscene*" ); set ( "script_stage", "2" ); } in Mara_Stand.ibi. From what I experimented in the past it should be doable and work nicely in this case.
  6. There's one in the Dark Forces mod, and you can find it in its Source Files.
  7. I'm on it, Gold Leader!
  8. Merry Christmas everyone!

  9. Closest one (but still not quite like it) would be the Rockettrooper suit or the Hazardtrooper suit. Other than that, I'm not aware of any space suit player model.
  10. Feel free to add it to the mod if you guys like it, though I don't have the .map file anymore (not sure if you need it).
  11. Ramikad

    SC Island

    Yes, I basically rendered a high resolution heightmap and baked it onto a much less complex version of the terrain, then I exported it as .md3 and completed it in Radiant with palms and bushes.
  12. 230 downloads

    A recreation of the first level of Dark Forces 2 I did many years ago. Found it a few weeks ago, and when I tried it again I found it quite enjoyable and fast-paced, so I decided to share it. I made the NPCs more dynamic overall to make them actual threats, and not just fixed targets. To install, unpack the folder DCONS and dcons.bat into your GameData folder, and launch dcons.bat. To uninstall, remove the folder DCONS and dcons.bat from the GameData folder.
  13. Ramikad

    SC Island

    "Maybe you can use your lightsaber to cut those trees down and make a bridge."
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