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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. If the head and the neck are perfectly aligned, you should probably fix the weights on those vertexes.
  3. This, essentially. It allows to force various effects, like antialiasing and anisotropic filtering.
  4. I may be wrong, but I think those skeletons are the same, just reskinned, posed and converted to .md3.
  5. The ability to hide a secret area is insignificant next to the power of my Explorer skills!
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Apparently, there is. Though the comments and the description aren't really positive.
  12. 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
  13. It reminds me a bit of Doom 3. Damnit, now I can't stop staring at them.
  14. Are you sure? I seem to recall SET_PLAYERMODEL crashes the game when used with NPCs, and only seems to work with players.
  15. 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.
  16. Thought I would point out (for players with the same problem who stumble upon this thread) that to fix this you simply have to deactivate the Force Player Model and Defer Player Models in the Settings menu, that respectively force all the models to be the same and wait for the next respawn to load the new models.
  17. Are you sure you're trying to load a JA model, and not a JO one? The skeletons are different, and might cause errors trying to import a JO model with the base JA _humanoid skeleton. Other than that, I can't think of anything else except for double-checking that every path is correct in the folders and when importing the model. If it's a lightsaber you're trying to import you should remove the default _humanoid skeleton import.
  18. For what it's worth, both the DFmod and JKG have sequencer charge models. Might work as a good base. You can still lean left and right in first person view, though - at least you can in the base game (Enter + A / D).
  19. Yep, that's one solution - right now it's still an .ASE, that can be easily converted. The screenshots were from that level (isn't that level 14 technically, anyway? I think it is - the first two levels of Nar Shaddaa, Kyle's homestead and the irrigation channels, Barons Hed, The Dark Palace, Fuel Station Launch, the three levels aboard the Sulon Star, and then The Lost Planet of the Jedi; level 15 would be The Falling Ship, and afterwards level 16 with either Sariss or Yun). The skybox, as you can see, needs an improvement - I quickly slapped together some black random shapes on that base skybox along with a lighter sky color, but the result is more comical than impressive, at least in my opinion. The clouds just need a minor adjustment, so that they don't reach the ground, but realistically flow over the sky without compenetrating with the larger rocks. Aside from all that the level is basically done, the elevator and the doors work fine and I put in several sounds - the wind blowing sound on the outside, a more "technical" sound inside the tower and several humming sounds near the hatches. Say what you will, but it looks absolutely awesome during sunset (an old test with a different lighting): A bit off-topic, but I also experimented in the past with the Valley of the Jedi (though it doesn't closely resemble the original seen in the cutscenes - I sorta did that impulsively):
  20. Kyle needs no front sight on his blaster.
  21. Nice! Never actually paid much attention to it, but now I feel the urge to officially name Kyle's blaster "Thermos Shooter"!
  22. I did, but back then I had some troubles with the Sulon Star causing (even though it was just the starboard half of the ship) the safe_malloc error. I'm pretty sure that with newer Radiant versions and / or other tricks it can be compiled properly, but I'd like to have a well-detailed Sulon Star to go with it. The skybox and clouds could use an improvement, and it needs the proper scripts for mission objectives, intro cinematic and all (as well as Maw), but other than that it's as finished as seen in the screenshots I posted some time ago. I can send the source files if you want to keep somewhere safe.
  23. There actually was a Movie Duels modification focused on the Original Trilogy, but was discontinued and all the original skins (some of which were really good IMHO) were seemingly lost. There's still a demo version available though.
  24. Three Although it's unlikely that I'll still have the same monitor when I'll update to a system able to run GL2, whenever that will be.
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