

Ramikad
Members-
Posts
1,317 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Ramikad
-
Wave maps/endless maps with gun enemies not sith
Ramikad replied to Pickles256's topic in Mod Requests & Suggestions
Not quite an endless map, but I enjoyed Noodle's Imperial Mining Facility, where you have to fend off Rebels attacking in waves. -
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.
-
-
Ask me anything about the Jedi source code
Ramikad replied to MGummelt's topic in Coding and Scripts
That's a good question. Although without Rosh Penin we probably wouldn't have had the epic Christmas Episode of Jedi Academy Re-edited -
Jedi Knight 2 Enhanced: List of TODO
Ramikad replied to eezstreet's topic in WIPs, Teasers & Releases
He did two E-11, apparently. Though there's also Rooxon's E-11, which looks extremely accurate, except for the size. -
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.
-
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
-
Very strange. I got EffectsEd along with the JA SDK, and they were included.
-
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.
-
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.
-
If the head and the neck are perfectly aligned, you should probably fix the weights on those vertexes.
-
This, essentially. It allows to force various effects, like antialiasing and anisotropic filtering.
-
I may be wrong, but I think those skeletons are the same, just reskinned, posed and converted to .md3.
-
The ability to hide a secret area is insignificant next to the power of my Explorer skills!
-
Whatever happened to the screenshot or screenshot_tga commands? Anyway, now that you mention it, I don't think there's an antialiasing option in Jedi Academy, only the anisotropic filter that you can set to max in Settings -> More Video. I think I forced the antialiasing with the Catalyst Control Center.
-
Whatever happened to that graphics?! Anyway, aside from resolution, anti-aliasing, anisotropic filtering and all, you can smooth the geometry of player models by increasing the geometric detail in the settings menu. That picture looks like the rodian is forcing a low LOD (r_lodbias 1, 2, or 3); you can set it back to r_lodbias 0 so that the player geometry would decrease with an increase of the distance, or I think even -1 to permanently set it to no LODs. Increasing r_lodcurveerror and r_lodscale will make all in-game patches more geometrically complex at even greater distances.
-
You can't just "assign" a new animation - you'd have to take the model piece responsible for the .md3 animations, reanimate the whole thing and re-export.
-
Doesn't look like there's any. Looking at some larger mods for Jedi Outcast, they achieved that simply replacing the base Kyle model in models/players/kyle/. Apparently you can only turn into an X-Wing (fly_xwing) or an AT-ST (drive_atst), but nothing more.
-
There is one cinematic depicting the area, at the end of level 15, where the Moldy Crow crashes. Apparently it's night time during the cutscene, or at least very dark, and the Sulon Star can be seen in the distance, still burning. As for the interior, it doesn't really look Imperial to me, at least in-game. It was never cleared what type of cargo ship that is, or the manufacturer, but it seems to me like a civilian freighter converted for military use by Jerec's men. The architecture and overall look differs from the Imperial military style seen in later levels.
-
STAR WARS: Movie Duels (Remaster of Movie Duels II)
Ramikad replied to General Howard's topic in WIPs, Teasers & Releases
Apparently, there is. Though the comments and the description aren't really positive. -
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Ouch, a bit late to notice that, but I've experimented and apparently having ships fly slower than 1000-1300 causes them to fall down inevitably. I can't remember how scaled down the ships I tested were, but I assume perhaps 1/4 or even 1/8 their normal size, or somewhere in-between. Going by that measure, a map as large as it can be (128000 units side to side) with ships that small can reach an apparent size of 14.4 km (1/4) or 28.8 km (1/8) side to side. Basically the only other way aside from code modifications to create some decent space combat. Scale them down to 1/100 and you can fit two Death Star I in the map -
It reminds me a bit of Doom 3. Damnit, now I can't stop staring at them.
-
STAR WARS: Movie Duels (Remaster of Movie Duels II)
Ramikad replied to General Howard's topic in WIPs, Teasers & Releases
Are you sure? I seem to recall SET_PLAYERMODEL crashes the game when used with NPCs, and only seems to work with players. -
STAR WARS: Movie Duels (Remaster of Movie Duels II)
Ramikad replied to General Howard's topic in WIPs, Teasers & Releases
Looking at the map files, it looks like the Light Side version of the Mustafar mission involves several NPCs: pad1 (presumably Padme), ani1, obi2, ani2, r2d1, 3po1. Sounds like a good start to check them all out.