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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. 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.
  3. https://www.youtube.com/watch?v=X0nSuffTYiw
  4. That's the problem with jokes: some people take them seriously
  5. Yep, I agree. Too bad they scrapped the civilization subfactions though.
  6. I agree with you guys. There's no questioning the quality of the model, but... there's just something deeply unsettling with this guy.
  7. In the name of all that is Holy, I prefer Kyle and Jan.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Not quite an endless map, but I enjoyed Noodle's Imperial Mining Facility, where you have to fend off Rebels attacking in waves.
  16. At least for single player it's achievable with minor modifications: the Alorea mod team used the mouse wheel scroll to switch from single sword to staff to dual swords. However I'm not exactly sure how they did it. Another minor modification allows the player to cut in half a lightsaber staff, which will cause the enemy to use the two halves in a dual saber stance. I'm not sure all of this would be possible or easily achievable in MP though.
  17. That's a good question. Although without Rosh Penin we probably wouldn't have had the epic Christmas Episode of Jedi Academy Re-edited
  18. He did two E-11, apparently. Though there's also Rooxon's E-11, which looks extremely accurate, except for the size.
  19. Not if you want to use it in SP, or I think as an NPC too. But then you'd have to remake all the animations needed to get it working properly. It's way more feasible in case of animals and vehicles, since they generally require far less animations than humanoids.
  20. This. Though I did manage to BSP compile a huge 128000 x 128000 map a long time ago (can't remember the height, maybe 32000 or 64000). If the calculations are correct (64 = 1.80 m), that amounts to about 3.6 x 3.6 km. I seem to remember it took me 13 minutes of running from the south-east corner to the north-west corner of the map
  21. Very strange. I got EffectsEd along with the JA SDK, and they were included.
  22. Hm, are you sure you have brick.jpg, clamp.jpg, dirt.jpg, none.jpg and stucco.jpg in your EffectsEd folder? I think they're used when a texture or shader isn't found. Speaking of which, make sure you have your whole shaders, effects and gfx folders unpacked in GameData/Base for EffectsEd to work properly.
  23. Also, to whoever might be interested in this, EffectsEd is available here on the Hub. It can be really helpful to create new effects or edit old ones, and to preview them without the need to test them in-game every single time you modify something.
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