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Ramikad

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Everything posted by Ramikad

  1. Jedi Knight Galaxies has (or had - it certainly was in the first versions) a Greater Krayt Dragon, made by DT85 if I remember correctly. It was severely bugged though, I remember someone mentioning the collisions of that beast as an issue.
  2. For the appearance I'd suggest you to take a look at common/gradient in common.shader, which is the shader code that the gradient texture Lancelot posted uses. As for solidity, it sounds like you'll need to add the new shader to shaderlist.txt - improper solidity and shader errors are typical when new shaders aren't added to shaderlist.txt.
  3. Perhaps he remembered the SET_WEAPON command which has a drop option. So probably either coding, or you could try out with the shader system/nodrop. I think I experimented with it in the past, and if I remember correctly it basically made all weapons (maybe items too) touching the ground disappear, including lightsabers.
  4. I'm not completely sure. A coder once mentioned it's 32000 (1000 max vertexes per mesh x 32 max meshes), but if that's true, then it most likely doesn't involve LODs - I think my Spoder stands at 40000 vertexes including LODs. And as ChalklYne posted, the number of vertexes that triggers the infamous transform space error is about 15000 for multiplayer and OpenJK, and about 6000 for singleplayer.
  5. Not completely sure how I feel about it. I'm all for less hand holding in games, but I didn't notice they could be pulled, either. Luckily, the Peaceful Meditating Guy was nearby, so I just pushed him to the boulder and jumped on him and then on the boulder. Perhaps if they were protruding from the wall instead than recessed inside it would be more noticeable - but then again, that would be hand holding.
  6. No, I'll be stuck playing LEGO all day, and JKA all night.
  7. This thread is dangerous, my nostalgia might teleport me 20 years in the past.
  8. You shouldn't just download that .dll, you have to download and install the Microsoft Visual C++ Redistributable - I think x86.
  9. Short, but very nice mod to play through. Didn't notice there were that many secrets - I only spotted the one near the boulder (and got it in a completely wrong and unorthodox way) and the one with the saber droid. A strange bug I have is that I can't save in the first mission (yavin_temple):
  10. I wouldn't go with the original design, not completely at least. My general approach with DF2 levels is to focus on what appears in the cutscenes, which only at times is more or less what appears in-game. Although it can cause a lot of headaches, especially adjusting the areas to the right size, I feel the overall result gives a better impression and creates a smoother transition between the cutscene action and the game action. In the specific case of level 21, I would stick more to what's seen in the cutscene depicting the Core: a large circular area with rings of statues around what looks like a beam of energy emitting from the center of the room. What I'd keep from the in-game Core is only the central tower which pushes you to the top (without those side walls), perhaps slightly adapted to look more like the sculpted rock that the room seems to be carved out of, and perhaps the moving statues mechanic.
  11. Yeah, and you can combine that with portal cameras (which basically is how mirrors in the game work - they are simply cameras pointed away from themselves) to give the illusion of a portal towards somewhere else. I think you can also make it so that rockets, thermal detonators and dead bodies can be teleported through, for better immersion of such a system. There was someone a few years ago who started coding a proper "portal" mod, which would work pretty much like in Portal, with entry and exit gates, conservation of speed and all, but I think the videos where he showcased his work are lost now. Fun fact: working Stargates were actually a part of the older test versions of Jedi Knight Galaxies. Instead than teleporting to other areas of the map, though, they teleported you to another server entirely.
  12. Actually Psyk0Sith and DT85 did something about this, but I think the idea has been abandoned. Basically DT created cloth animations for a modified _humanoid skeleton with cloth bones which was imported with the old _humanoid animations.
  13. You could try packing the new shader file in z_<something>.pk3. Naming it alphabetically it should overwrite the original file in-game.
  14. I think this can explain it, anyway.
  15. Are you sure you weighted them to the proper bone (since it's a headband, I guess it's cranium)? Check it out in Data -> Vertex Groups.
  16. Make sure you have all the faces selected (A key). If it still doesn't work, enter Edit Mode -> Mesh -> Faces -> Triangulate Faces.
  17. Exactly this: To fix it, select the mesh, enter Edit Mode, then press Ctrl + T, which will make all faces of that mesh triangles.
  18. You could use Arbaro to generate a tree or palm model, then import to Blender, create branch textures from it and create a more or less decent low poly tree around its shape.
  19. Make sure the mesh is unwrapped (Edit Mode -> Mesh -> UV Unwrap... -> any of the options - Unwrap option gives the best results if you know how to use it well), and make sure that the UV map edges are split (selecting the "border" edges in the UV map, Edit Mode -> Mesh -> Edges -> Edge Split).
  20. You also have to add a Ghoul 2 property to the mesh: Object -> Ghoul 2 Properties -> Add G2 properties. This will allow you to define the Ghoul 2 properties of that mesh: you can name it - and that name will be the one you'll use in the .skin file to apply a texture on it - and you can apply a specific shader to it (otherwise, if you want to define it in the .skin file, you can write [nomaterial] as shader). You can also tick the mesh as Tag or Off, but being a headband you won't need to tick them off.
  21. What's the picture? Generally this occurs with users who hope to post an image from Wikipedia or a similar site, and just fill in the whole image link, like this: https://vignette.wikia.nocookie.net/starwars/images/b/b1/Kylekatarn_jasoncourt.jpg/revision/latest?cb=20051207113342 From which of course you'd need to remove the last part, in order to be able to post it, like this: https://vignette.wikia.nocookie.net/starwars/images/b/b1/Kylekatarn_jasoncourt.jpg
  22. There's always this kind of cosmetic:
  23. You can edit character.menu in the UI folder of assets1.pk3. It contains the code for the character selection screen. I guess you can look for examples of sliders in other .menu files and add one to character.menu so that you can manually rotate the character. And don't worry about swearing:
  24. The easiest way to achieve it is to simply make a misc_model and link it directly to the func_rotating, without bothering with the model and model2 keys of the entity.
  25. At least for the intro, my sentiments exactly. Watching a starting video about it as someone who never played any game of that series, it didn't impress me positively. I almost felt like they hoped that the characters or the brand name would make up for whatever that strange thing was. I couldn't get myself to watch more of it.
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