Ramikad
Members-
Posts
1,316 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Everything posted by Ramikad
-
WIP - Langerd's Arena - A Challange for you.
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Eh, it's also a bad counselor. Like, very bad. Though it helps becoming more outgoing and talkative... sometimes just too much -
Yep, I don't think it's even a modifier. Though I think that's only doable in Edit Mode, if I remember correctly. Also, for completeness, the reverse operation can be done just as easily with Alt + J, or alternatively, in Edit Mode, Mesh -> Faces -> Tris to Quads.
-
Is it a structural or detail brush? I've only really seen this happen with rotated or morphed structural brushes, but almost never with detail brushes.
-
Locking player completely - Mean camera movement
Ramikad replied to Langerd's topic in Modding Assistance
It does indeed. Fun fact: you can rotate the player pretty much without limitations, even turn it upside down or on one side. -
The lower part connecting the main chestplate to the hips part seem to have more vertical details than the Phase 2 version, at least according to this image. The straps connecting the front and back parts of the chest armor are also a bit different, they look more "flexible" than just hard pieces. The armor parts covering the arms also seem longer, giving more cover. Overall, minor details.
-
I seem to remember that there were also minor differences in the armor.
-
Perhaps @@Circa can help with this.
-
This should help you with that. From what I remember bots basically jump around because they have nowhere to go: having botroutes prevents them from jumping like nevrotic frogs all over the map.
-
The Angkor architecture is very complex overall, so it's easy to think that noone's never really tackled it in the game. The closest Angkor-style architecture I can think of is the Gungan ancient towers and temples, at least the ones depicted in Star Wars: Galactic Battleground look closely like that, but I doubt any of the Naboo maps out there have anything similar that can be used.
-
The King of Fighters 2002 is free on GOG until February 15, 2 PM UTC.
-
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
-
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.
-
From mrwonko's Blender Plugin manual:
-
What's the general vert/poly limit for a model in JKA?
Ramikad replied to Daedra's topic in General Modding Discussions
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. -
Because the text of the link is right, but the page it links to is not. This is the correct link.
-
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.
-
Ask me anything about the Jedi source code
Ramikad replied to MGummelt's topic in Coding and Scripts
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 -
New face's animations in _humanoid.gla
Ramikad replied to Metatronicks's topic in Mod Requests & Suggestions
This allows some more variety of facial animations. -
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.
-
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.
-
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).
-
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.
-
VERY interesting further references and informations, as well as photographs, about the original helmet design are available here.
-
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: