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Ramikad

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File Comments posted by Ramikad

    Human Mercenary Reskin

       248    3

    I'm not entirely sure what the flap shader is, but that might be my graphics settings. I don't have it turned up all the way, I have Color Depth at 16-bit rather than 32-bit. Maybe I should start turning them up to maximum for the screenshots.

     

    I think he means the transparent inside surface of the bottom end of the jacket. It would be just a matter of adding a cull twosided shader code to the texture.

    Blackhole Trooper

       136    7

    It need a blackhole rifle! it shoot singularity and sucks the player! D:

    i think is possible to make a weapon like that with coding.

     

    Haha, or the Hopwire Grenade that was seen in Half-Life 2: Episode 1, but subsequently removed.

     

     

     

  1. Looks very good. By the way, there is already a low-poly variant of such camera within the game archives, it looks a bit differently though.

     

    I couldn't remember if there was one or if I just imagined it. But it seems to have no texture, unless something went horribly wrong with my files. The model refers to models/map_objects/kejim/camera.jpg, but it doesn't seem to be there.

  2. speaking of which, isn't that Falcon a bit too small compared to the one in the movies? just saying...

     

    It is quite small, way smaller than it should be. It was probably done so that it fits the docking bay on Tatooine. With my calculations, a 35 meters Falcon should be about 1244 Radiant units long, which would mean that the base model should be scaled to something between 1.25 and 1.3.

    NumberWan likes this

    Jungle-Temple

       982    10

    Looks very good from the screenshots, downloading now. The installation path (unless it's meant for Steam/OpenJK/anyhing) could use a small fix though, it's supposed to be Star Wars Jedi Knight Jedi Academy/GameData/Base, not Star Wars Jedi Knight Jedi Academy/Base. Though probably everyone and their mother know how to install mods and maps by now.

    BruceJohnJenner likes this
  3. Haven't seen any sort of real pics of the Korriban map in ages ever since I was looking on MCM's website before he took it down. Do you still have both of those maps? and would you be willing to share them with everyone and myself, so we could possibly also get a feel for it. My inner Kotor fan is getting to me again haha.

     

    Not sure it would be of much use. I still have them, but last time I tried, both maps were incompatible with JKG - they only worked briefly for me to take a lot of screenshots though. Not exactly sure when, but it might have been a PTR (Public Test Realm... aka the good old days) version of JKG. Also, the .pk3 are protected, and although it's possible to "extract" the maps it would return a wrong version number error when trying to load them, and apparently no way to decompile them, returning a weird error about them not being RBSP or something like that. If you want though, I can still send them.

  4. How much of that Korriban and Dantooine map was done? I'm sure that if you released the source files there'd definitely at least be one mapper happy to continue it. This is all dependent on whether the original creator agrees with this I'm assuming, but it would certainly be a boon for those who crave KOTOR maps.

     

    I recall Pande taking a look at Korriban and saying it was quite "weird", in terms of terrain and rock walls. A lot was complete though - except for NPCs, Dreshdae was fully completed, as well as the bridge just outside the base, leading to the Sith Temple, once again pretty much complete, except for a few hallways and details. In the canyons past the Temple, there was an Enclave (locked by a Fallout Vault Door), which seemed to only need texture work, and at the end of the canyon the Valley, which needed the most work - the tombs were locked and there was nothing much, except for a nice sight.

     

    Dantooine, similarly, was in a good state. The Jedi Enclave was more or less shaped out, with the exception of a few corridors and hallways which required some texture and brushwork. For the first part, the green canyons we've all learned to love from KotOR were ready, complete with random fallen rocks. Past that, though, there were no walls, and that is a good lot to do. Large open grasslands were dotted by some houses, which required better texture work and positioning (they were floating).

     

    Additionally, one canyon held a weird vertical brush, of which only one side was textured with rock, floating in the nothing. Evulant and I affectionately named it "The Pole of Pande".

     

    Both maps still had Stargates, and although the code to get them working apparently isn't there anymore the panels were still usable.

    And ultimately...

    http://s23.postimg.org/pqn9qebfv/shot0475.jpg

    http://s23.postimg.org/kdyfc9njf/shot0190.jpg

    SecretApprentice, Smoo and Futuza like this
  5. While I too would love to release those, they are still incomplete and very clunky and unfortunately not likely to be finished soon.

     

    Loved exploring them back in the day. The Valley of the Sith Lords on Korriban was a damn epic sight, although unfinished. And what can I say about those cozy houses in the plains of Dantooine? I'd just settle there :D

    But too many Stargates dotting those maps. :P

  6. Thirded! Played through the mod recently and it was a blast. I'd love to see someone continue the mod, especially with OpenJK allowing people to circumvent previous limitations on modding.

     

    The same old limit remain: lack of dedicated modders. Though I'd also love to see this completed.

    The two main obstacles remain having models of Kell Dragon, the Phase II and III Dark Troopers and completing the remaining maps, some of which already started by the team and at a good point.

    Maksman and Merek like this

    Ahsoka Tano

       12,024    40

    Really nice to see a realistic take on a Clone Wars character.

     

    Technically they were both green, but her secondary saber was a much lighter green, almost yellow. I would have given her yellow as well.

     

    On this matter, a good middle ground would be to use the trick with two blades, one green and one yellow, on the same lightsaber to create that peculiar color.

    TFU Stormie

       426    14

    Spaces don't work for NPCs, so that can't be right.

     

    A bit off-topic, but they actually do. /npc spawn <NPC_type> <NPC_targetname>, this way you can run scripts on said targetname or even /control <NPC_targetname> without level 4 Mind Trick.

    Bek likes this

    Clone Snowtrooper

       536    10

    -I wanted dual pistols for friendly Rex too, but the game did not allow that sadly.

     

    CLASS_BOBAFETT along with WP_BLASTER_PISTOL would give them, but I think the NPC would be an enemy. Worth experimenting though.

    dot matrix

       48    5

    You need to edit the .skin file in order to remove those feathers. Open the model_default.skin, then turn the head_feathers line from:

     

    head_feathers,models/players/<modelname>/feathers.tga
     

    to

     

    head_feathers,*off

    New Beginning SP Mod

       4,520    36

    That's also not what I generally do when I play a mod, but I wanted to check out any possible bug, any possible misaligned textures... found nothing. It's a very nice mod, my congratulations. On a side note, you could add in subtitles. Nothing that would spoil the mod, granted.

    Merek likes this
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