

Ramikad
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Everything posted by Ramikad
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As far as I know there's just an ugly hack to do it: //(BHVD) set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "yadda; cl_noprint 1; helpusobi 1; r_we rain; helpusobi 0; cl_noprint 0" ); It is ugly, but it's the only way to dynamically change weather without code modifications.
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The Trick For People Who Want Diffrent Guns For Npcs.
Ramikad replied to Langerd's topic in Mod Requests & Suggestions
I also discovered this when playing with weapons in the past, but never used it. Wouldn't the sound change work changing the muzzle effect? -
SP new game styles (RPG - Space \ air dogfight battles)
Ramikad replied to Asgarath83's topic in Coding and Scripts
"Alpha 1, this is Flight Group Alpha using your target for attack!" -
SP new game styles (RPG - Space \ air dogfight battles)
Ramikad replied to Asgarath83's topic in Coding and Scripts
I guess a mix of mission editor and original game props - the Death Star II was already in the game, so I think they just reused parts of it. I think. -
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
You should probably ask the team. I may be wrong, but I think I read somewhere it was Plasma who made the new wookiees? Anyway, can't wait to slash some bothans -
SP new game styles (RPG - Space \ air dogfight battles)
Ramikad replied to Asgarath83's topic in Coding and Scripts
Camera will probably be a problem anyway. Keep the model too large, and the fighter movement and the model itself will most likely interfere with the camera view, but making it too small the model might disappear entirely, and that's not good if there's a front part you want to see. If I may suggest an option for first person view, I'd make it as the player with its weapons: a first person .md3 model of the cockpit, while the player currently in first person view won't see the whole model of the fighter itself. I think that's also the solution Skew opted for his "TIE Fighter" mod: -
The error doesn't refer to the fact that there are split meshes at UV seams - it is instead telling you to do that to export the model correctly. Basically run through all the edges of the UV islands in UV/Image Editor of the meshes affected by the problem, making sure to check Keep UV and edit mode mesh selection in sync, then, once the edges are selected, click on Mesh -> Edges -> Edge split. That should do the trick.
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SP new game styles (RPG - Space \ air dogfight battles)
Ramikad replied to Asgarath83's topic in Coding and Scripts
Not quite, actually. If you get inside a ship and fly it to the trigger_shipboundary, it will slowly turn the ship to the target entity, but if you push an unmanned ship into the shipboundary it will explode. "Shortest offensive of all times", indeed -
SP new game styles (RPG - Space \ air dogfight battles)
Ramikad replied to Asgarath83's topic in Coding and Scripts
Another way would be to use the MP code run by trigger_shipboundary, which slowly turns the ship toward a target entity, although it seems to destroy unmanned ships. -
My latest obsession: ROTJ Throne Room Duel SP
Ramikad replied to therfiles's topic in WIPs, Teasers & Releases
Give yourself to the Blender side! It is the only way you can save your animations! -
SP new game styles (RPG - Space \ air dogfight battles)
Ramikad replied to Asgarath83's topic in Coding and Scripts
The map size can always be compensated by having way smaller ships. The main problem with that, however, is that the ships are coded to fall down in spite of the map gravity when they fly slower than 1000 units, and that basically forces any player flying a ship to go really fast if the ships are scaled down a lot. Other problems related to having smaller ships involve the camera view which gives problems with the LODs and centering the view on the ship. Should a starfighter NPC be planned, there's already part of the code to get them working: you can already set the ships to fly to a minimum speed, as well as setting their team so that they shoot the enemy fighters and player. The only real problem in the end is getting them to move properly and coherently as they just won't turn around, and of course prevent them from falling down at slow speeds. If we really want to put the icing on the cake, the first person view would also have to be redone, because most often than not switching to first person view on starfighters will put the camera too far ahead and will cause the model to disappear. -
What is your problem in the specific? If it concerns Desann's dismemberment, make sure you correctly set him up with a proper NPC_targetname, which then you'll have to use in the script so that it can Affect him. Then, to help you more precisely tell the script which parts to dismember, try running down the various options that appear when clicking on the Re-Evaluate button of the Event Window under SET_DISMEMBER_LIMB. Also, remember that you may need a WAIT command between different SET_DISMEMBER_LIMB, or they risk getting skipped.
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https://www.youtube.com/watch?v=X0nSuffTYiw
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Youngling or Yoda Sized Darth Vader AKA Dwarf Vader
Ramikad replied to KyleKatarn1995's topic in Mod Requests & Suggestions
That's the problem with jokes: some people take them seriously -
Star Wars Galactic Battlegrounds
Ramikad replied to Barricade24's topic in Star Wars Franchise Discussions
Yep, I agree. Too bad they scrapped the civilization subfactions though. -
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
I agree with you guys. There's no questioning the quality of the model, but... there's just something deeply unsettling with this guy. -
Kyle Katarn & Jan Ors vs. Rogue One
Ramikad replied to OobidoobBenubi's topic in Star Wars Franchise Discussions
In the name of all that is Holy, I prefer Kyle and Jan. -
Manually turning player models in the customisation menu
Ramikad replied to Lancelot's topic in Mod Requests & Suggestions
Looking at the UI, the animation and the rotation can be altered directly in the .menu file. Perhaps it's possible to add those buttons that either affect the animation and rotation values directly, or maybe they could run scripts that do the job. -
As Circa said, we'll need more informations about that. How exactly does it crash? Does it freeze the game, or crash to main menu with / without an error, or crash to desktop with the console showing some error, or crash to desktop without anything? The .blend file you link at is also pretty strange - it looks like it contains no animations, just one pose for what looks like a lightsaber staff animation. Without knowing if there's anything wrong with the animation itself, all I can suggest you is to doublecheck if you properly filled the .gla reference path during export: in this case, with models/players/_humanoid/_humanoid. Also, I'm not sure of your level of knowledge of how JA animations work, but to make them work properly you'd have to merge the resulting .gla containing those few frames with the main _humanoid.gla, as well as changing the animations.cfg file accordingly to point to those new frames.
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Star Wars Galactic Battlegrounds
Ramikad replied to Barricade24's topic in Star Wars Franchise Discussions
Yeah, the Clone Campaigns are notoriously more difficult than the base ones. Managed to get through them, but I doubt that was on hard difficulty, either easy or medium. Heck, even a moderate difficulty almost destroys me in skirmish games -
I can't really think of a good reason for that door to be like that. It happens sometimes that structural brushes with manipulated vertexes have invisible faces; generally, turning them to detail brushes fixes the problem. Another solution could be to remake the door, or that specific part.
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When you split a mesh into two separate meshes, the naming of the two resulting meshes end up conflicting in-game if it's not fixed. Check out the mesh Name under G2 properties in the Object Data menu, and make sure it matches the .skin file of the model.
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If a model is made with Jedi Academy in mind, yes. Trying to use it directly in Jedi Outcast ends up in monstrous contortions due to the missing bones of the Jedi Outcast _humanoid skeleton. Jedi Academy, on the other hand, supports Jedi Outcast models without problems.
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Size can vary a lot depending on the distance. I'm not aware of any type of orbiting distance from Yavin 4, but as a reference, here is the apparent size of Jupiter as seen from the surface of the main moons, Io, Europa, Ganymede and Callisto: Io: Europa: Ganymede: Callisto: Canonically Yavin is about 1/3 bigger than Jupiter, so you could scale it up accordingly. Being the fourth moon, Yavin 4 could potentially be quite "far" from the planet.