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Everything posted by Ramikad

  1. 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.
  2. 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).
  3. 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.
  4. 106 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.
  5. "Maybe you can use your lightsaber to cut those trees down and make a bridge."
  6. 41 downloads

    A simple island map with palms and bushes. I had really little time to work on it these months, so it's not as fully developed as I would have wanted, but I really wanted to bring out something for the contest and overall I feel like it's a nice map to relax to the sweet music of Manaan and the sounds of ocean waves. The most glaring issue is the lack of any lighting (the island shadows are baked on the terrain model), and the trees don't have collisions. It's really mostly for eyecandy with all the trees and for sniping from treacherous bushes or unsuspecting horsetails. An issue I can't really fix is with tree LODs, which are broken in singleplayer. I also included the original .map file, in case anyone wanted to mess around with it. To install, unpack the file sc_island.pk3 into your GameData/Base folder. To uninstall, remove the file sc_island.pk3 from the GameData/Base folder. Feel free to use any of the trees and bushes in this map - that's also a reason I wanted to bring this out, in case anyone was interested.
  7. You'd have to open the .efx file (you can open it as a .txt) and fiddle with the correct scale or size value (not sure which one it is).
  8. Judging by the lack of shadows, I'm assuming this is a dynamic model (misc_model_static, misc_model_breakable or other). The model seems to be working fine, but I'd advise you to check the textures and texture paths, as well as the shader, as that seems to be the culprit. It's normal that it appears full bright because dynamic models don't cast or receive shadows unless set to do so, with the properties _cs 1 and _rs 1 in the Radiant entity respectively. Based on the Blender version you're using, you should either make sure that the md3shader custom property is there and correct (for Blender 2.79 or older) or the material is (I seem to remember that's how it's done with the newer versions of the Blender JA plugin on 2.8+).
  9. The extra part you tried with (npc spawn sithtrooper dark_side sith) from what I understand is specific to Movie Duels, basically allowing you to make any NPC you spawn friend or foe. For base Jedi Academy and OpenJK, the correct syntax is the one you tried before: npc spawn sithtrooper sith. This spawns a Sith Trooper with the assigned targetname sith, which can be used for scripts. Now, having said that, the huntkill falls in the category of behaviors. Supposedly they're special scripts that are used for various situations, but after trying multiple times in the past to get these "behavior" scripts working, I never managed to. Ultimately I'm not sure these even existed in the first place - the descriptions in NPC Spawner in Radiant seem to suggest they did, but I couldn't find any way to get them working. So maybe it was just a planned feature that never got past the concept.
  10. Sounds similar to what Noodle was working on. You may be interested in that - maybe the demo downloads still work.
  11. Well, Noodle made a Nightsister Zombie.
  12. In theory, if the map name matches the one you wrote as reference, no. In practice, double check for any loose quotation marks that could be breaking the new briefing file. Also make sure that the file is actually a .str file, and not a .str.txt (I know it's unlikely, but it might be possible). Other than that, I'm not sure what could be causing it.
  13. I think the distance at which the LOD starts rendering can be altered with either r_lodScale or r_lodCurveError. It will also affect the player model and static models LODs rendering distance.
  14. I wonder if SET_HEALTH can be incremental - I know some variables in Behaved are, in that you can do, for example, SET (variable, +1) and it is incremented by 1 every time it's done. If it works the same with health, then it could be simplified that if health < 100, then set health +1. May be worth a try.
  15. I wonder if an NPC playing that animation through script does the trick - I know at least a few animations cause actual effects, like a few kicks and cartwheels, maybe it also works with Kyle's moves.
  16. I think (but I'm not 100% sure) that you can set a deathscript to the func_breakable to remove (through script) the NPC: //(BHVD) remove ( "NPC targetname" );
  17. Yes, but not necessarily all bones have to be weighted. He probably just weighted the whole heads to the cranium bone, without specifically weighting the lips to the various lip and jaw bones.
  18. Most likely, the weapon command without anything after it is considered the same as weapon 0, and that, as you said, puts away your weapon - pretty much like at the beginning of t2_dpred. After you put away your weapon, you should give yourself weapon_scepter: it's not enough to type weapon_scepter. With no weapon currently selected, it should automatically switch to the Scepter of Ragnos, which is basically a glorified sniper rifle. To summarize: weapon (or weapon 0), then give weapon_scepter.
  19. Could be a weighing problem. Try selecting the skeleton_root, then enter Pose Mode, and try posing your model - it could give you hints on what exactly needs fixing.
  20. Yes, then put the .shader file in a shaders folder. So you should have this in the .pk3: <Filename>.pk3 - models - players -jacensolo -<assets> - shaders - <shadername>.shader
  21. No, you did everything correctly, so that script command doesn't affect brushes. At this point I'd move it out of sight with a very fast MOVE command, then move it back to be visible after those 3 seconds.
  22. This: //(BHVD) set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" ); should do it.
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