Ramikad
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Posts posted by Ramikad
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From what I remember free3d.com also hosts free models. They're probably in the last pages after the tons of models for sale.
Another alternative is 3D Warehouse, but I'm not sure how much is there about architecture that might interest you.
The last option, I guess, is to find references of those architectures and prepare for 10³² hours of modelling
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I'd agree. I was honestly going to make a new R2 and add in R3's, 4's, 5's, etc but those would only be useful as SP mods or NPCs sadly
I remember that there was a mod with R2 and R5 units rigged to the _humanoid skeleton, so one could play as an astromech. So I guess it could be done that way, even though it would only be limited to a pose.
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From mrwonko's Blender Plugin manual:
6 MD3
Originally created for Quake 3, the MD3 format is for models, with the possibility of per-vertex-animations (which make for huge les).
It notably uses xed-point coordinates for the vertices, resulting in the requirement that models need to stay within the [-512; 512] range and only have a precision of 1/64 unit, and support so-called Tags to mark locations on the model (e.g. muzzle flash position/rotation on a weapon).
If you want animated map models, this should be the format of your choice.6.1 MD3 Exporter
Located in \File/Export/JA MD3 (.md3)" or invoked by entering \Export MD3" in the Search Window opened by default with Space.
Acknowledgement: I did not originally write this exporter, I improved upon one I found online which was at the time maintained by Xembie, although I believe he did not initially start it. His version has since been updated and the current version is available onhttp://sourceforge.net/projects/md3exporter/
Features:
- Exports animated MD3 models. So if you don't want animations, make sure to set the Blender End Frame to the same as the Start Frame or your model will turn out needlessly large.
- Looks for a custom property called "md3shader" on the objects to determine the texture to use. (Make sure not to put the custom property on the mesh.)
- Exports only selected objects.
- Mesh objects get exported as meshes.
- Empty objects get exported as tags.
- Can be scaled and offset using the corresponding Export settings.
- The "MD3 Name" Export setting should be set to the path of your model including the extension, e.g."models/map objects/imperial/eld post.md3".
- Make sure your model does not exceed the [-512; 512] range or you'll get a struct.error on export.
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It's not that simple. The 1000 vertex per mesh (which is basically a single "chunk" of the model itself) is the max vertex limit that Jedi Academy allows, for a total of potentially 32000 vertexes. That is unchanged in OpenJK, as far as I know.
The crash you're referring to ("Run out of transform space for ghoul2 model" or something like that) is related to the complexity of the whole model, and isn't so easy to calculate directly, although someone posted the exact calculation somewhere around the forum. That also involves weapons: if you use a high poly player model with a high poly lightsaber hilt or weapon both these factors increase the risk of crash. The value it suggest to modify in the error (MiniHeapSize, I guess) was doubled in the singleplayer version of OpenJK, although it must be noted that the base JA multiplayer already has this value, while base JA singleplayer has it halved.
lpriefer01 likes this -
Because the text of the link is right, but the page it links to is not. This is the correct link.
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You can also more easily press L in Radiant, select the right entity and delete it. Generally these broken entities are easily recognizable because they are empty (they have no brush), and are typically caused by applying a different brush-based entity to the same brush (or brush group).
A quick example, if you create a brush, make it a func_door, then select it again and make it a func_breakable it will create an empty func_door at the center of the map (0, 0, 0); or at least this is what happens in some versions of Radiant. I seem to remember that this was removed in more recent versions though.
Circa likes this -
@@MGummelt - so we are having a discussion on Discord about the in-game size of the players in Star Wars Jedi Outcast/Jedi Academy...
Legacy Quake3 documentation states the Game Units are: 8 game units equal 1 foot. Other sources stated that Q3 player models were 56 units tall... thus 7 feet tall using that scale.
Please tell us... do Jedi Outcast and Jedi Academy use that same scale for game units
(8 game units = 1 foot), or did Raven change the in-game scale? In 3dsMax the skeleton and Kyle are 100 units tall (to tip of his skull... hair is a smidge more) and ModView ruler shows Kyle at ~ 64 units tall. So by that standard Kyle would be 8 feet tall in game units. Is this correct?
Seems like a player scale of 100 equals to about 64 units tall.
If we go with the calculation that 64 units = 1.80 meters (which is the scale I generally use for everything), then 8 units equal to 22.5 cm, which is a bit more than 2/3 of one "international" foot measure (30.48 cm) - exactly 73.8% of one foot.
Makes sense that Kyle isn't 2.40 meters tall this way
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This allows some more variety of facial animations.
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Blender has an interesting Decimate tool, I think it would be possible to achieve a good compromise between quality and in-game functionality. From what I remember that's how Kualan did with his Dengar Roth head model.
The Punisher likes this -
I have some leftover stuff from level 20, if you're interested. At least it's slightly more accurate having 10 stairways, like in the original game cutscenes, as opposed to the 8 seen in Jedi Outcast.
hhunter6 and Randorando like this -
Create a script like this with BehavED:
In this case, just for a test I set up a wait time of 6 seconds (6000 milliseconds). Compile and put the .IBI in the scripts folder of your mod.
Now in Radiant set up a NPC spawner like this:
Set the count of the NPC spawner to whatever number of enemies you want to fight. Create a func_usable and link it (Ctrl + K) to the NPC spawner, so that it's used at least once, otherwise it won't work, since it has a targetname. Using the button will spawn the enemy, and once the enemy is dead another will spawn after the time previously set in the script (in this case, 6 seconds).
GPChannel likes this -
Sure. Make a script which uses the NPC spawner, like this:
//(BHVD) use ( "<NPC spawner targetname>" );
Create a NPC spawner and give it a targetname, set the count to how many NPCs it's supposed to spawn and delay to 10 minutes (I'm not sure if delay is counted in seconds or milliseconds, so 10 minutes must be either 600 seconds or 600000 milliseconds), and set the NPC spawner deathscript to that script.
Otherwise you can set up a similar NPC spawner, but without delay, and instead use this deathscript:
//(BHVD) wait ( 600000.000 ); use ( "<NPC spawner targetname>" );
so that you wouldn't have to wait for 10 minutes after the spawner is triggered for the first time.
You'll need a script or a func_usable (or similar entity) to use it and trigger the spawn for the first time, so keep that in mind.
Edit: Whoops, made a mistake in the second script, fixed now.
GPChannel likes this -
VERY interesting further references and informations, as well as photographs, about the original helmet design are available here.
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It really looks great, but I feel there's something off with the helmet. Maybe it's a bit too thin, or perhaps it's the elongated "rebreather" or communicator on the front part that gives it that impression. At least from the references it seems to be a bit shorter:
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To be honest TOR is still regarded to as Legends, and there seems to be no canon appearance for the Bothans yet.
the_raven likes this -
Doesn't seem to me, but I'm not sure. Apparently though higher difficulties simulate it by reducing the damage you deal with your lightsaber. Not sure about the other weapons.
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@@Langerd made a Bothan model for his Bespin mod, you should probably ask him.
KyleKatarn1995, Daedra, Noodle and 5 others like this -
Might I ask what the original title was? Sorry, just curious
It was "Jokester's WIPs".
Droidy365 likes this -
@@Jeff I think you should try to update the phase 1 helmet to use the same visor shader as the other clones. To do that, you'd have to cutout the visor from the main helmet mesh and assign the visor shader to it in the .skin file.
Wouldn't it be enough to put an overlay alpha mask on the proper visor shader? From what I remember that's how the old Phase 1 Commander Cody model was done (or maybe it was Rex) as well as Barricade's protocol replacement.
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You're joking?
When I use the kill all command, I can barely find 6-10 burrower corpses, either the command is also "killing" their spawning script, or there's something really messed up about the level
Serious
As you thought, npc kill all basically kills all the enemies currently on the map as well as all the NPC spawners - the console indeed reads "killing NPC named (null)" and "killing NPC spawner named (null)". They are probably limited to that small bunch to prevent too much lag and to give the player a fair fight. There's a total of 131 spawners around the level, some of which are set to spawn five monsters in multiple waves.
the_raven likes this -
Does anything make sense in the canon anymore?
the_raven likes this -
I don't see any glow command in those shaders. Try this instead:
textures/krenictext/floor1 { q3map_material SolidMetal { map $lightmap } { map textures/krenictext/floor1 alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen identity } { map textures/krenictext/floor1_glow blendFunc GL_ONE GL_ONE detail rgbGen identity glow } } textures/krenictext/floor3 { q3map_material SolidMetal { map $lightmap } { map textures/krenictext/floor3 alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen identity } { map textures/krenictext/floor3_glow blendFunc GL_ONE GL_ONE detail rgbGen identity glow } } textures/krenictext/pipe2 { { map $lightmap } { map textures/krenictext/pipe2 alphaFunc GE128 blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthWrite rgbGen identity } { map textures/krenictext/pipe2_glow blendFunc GL_ONE GL_ONE detail rgbGen identity glow } }
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So they can be killed without cheats?
I always thought the thermal dets were there to use as bait for the burrowers so you could get the parts.
Not sure about the devs' intention, but at least it worked
Yes, two thermal detonators are enough to kill one. Though considering the available detonators in the map are a fraction in comparison to how many are needed to kill them all off (there is a total of 166 sand burrowers spawned in waves, so you'd need 332 thermal detonators, and only if all of them are eaten), yes, they are probably intended to distract the sand burrowers to reach the ship parts.
eezstreet likes this
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