

Ramikad
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Everything posted by Ramikad
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Multiplayer: Everyone looks like my last played character
Ramikad replied to Mendacium99's topic in Jedi Knight Tech Support
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. -
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.
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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).
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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):
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Kyle needs no front sight on his blaster.
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Nice! Never actually paid much attention to it, but now I feel the urge to officially name Kyle's blaster "Thermos Shooter"!
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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.
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Star Wars: Forces of Destiny (new micro-series)
Ramikad replied to NumberWan's topic in Star Wars Franchise Discussions
Ackchkkh! What did they do to Leia's hair?! -
STAR WARS: Movie Duels (Remaster of Movie Duels II)
Ramikad replied to General Howard's topic in WIPs, Teasers & Releases
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. -
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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I'm a fan of the classic DF2 version - the old DFmod team seems to have nailed the design pretty well in my opinion, at least for the barrel: The barrel of the Battlefront version is a bit too slim in my opinion, as opposed to being a bit more "beefed" up in the DF2 cutscenes.
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My modifications work, but game keeps crashing, NPC related
Ramikad replied to MusicForThePiano's topic in Modding Assistance
Otherwise (unless you're entity modding) you can set those NPCs to spawn at specific times or stages, and remove them once the player has progressed far enough from them (I think the behavior state for that is BS_REMOVE in Icarus). -
Creatures and Animals models
Ramikad replied to MusicForThePiano's topic in Mod Requests & Suggestions
No idea about the differences. As for CLASS_WAMPA, I can confirm that the Wampa NPC uses it: wampa { playerModel wampa scale 150 weapon WP_MELEE health 800 headPitchRangeDown 30 reactions 3 aim 1 move 3 aggression 3 evasion 1 intelligence 5 rank crewman playerTeam TEAM_FREE enemyTeam TEAM_FREE class CLASS_WAMPA height 128 crouchheight 80 width 30 snd wampa sndcombat wampa sndextra wampa yawspeed 80 walkSpeed 120 runSpeed 300 hfov 100 vfov 90 dismemberProbHead 0 dismemberProbArms 0 dismemberProbLegs 0 dismemberProbHands 0 dismemberProbWaist 0 } I don't use any NPC tools, so the one you are using might be incomplete. You can still text edit the .npc file directly. -
Creatures and Animals models
Ramikad replied to MusicForThePiano's topic in Mod Requests & Suggestions
Set the class to CLASS_SWAMPTROOPER (I think that's the name) and they won't drown underwater. I've experimented with the old DFmod changing the Dianoga to CLASS_WAMPA and switched Kyle's "grabbed" animation to one of the falldown poses, to reproduce the Dianoga catching Luke on the Death Star. However it would need more work in terms of animations, tags, and specifically in the DFmod, how Kyle would fight back after being grabbed. -
It would be possible to fix it by weighting the lower parts of the cape to the lower bones (torso and legs).
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You'll have to be more specific on the lightsaber import: does it return an error message of sorts? As far as the second error goes, you have to enter Edit Mode, select the seam edges (either in the UV editor, by selecting all the edges that form the UV islands, or in the 3D View, by selecting the same edges), and split them (there is an option to Edge Split in the Mesh menu in Edit Mode). That should do.
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Lost vehicle files, looking to find them
Ramikad replied to MusicForThePiano's topic in Mod Requests & Suggestions
Sure looks like it, but it might be a decoy. -
Lost vehicle files, looking to find them
Ramikad replied to MusicForThePiano's topic in Mod Requests & Suggestions
HOLY VEHICLE RAMPAGE!! -
Why bots won't ride the vehicles?
Ramikad replied to Javitolo98's topic in Jedi Knight General Discussions
I don't know. I'd love to see epic dogfights, 16 vs 16, even with bots. It would be something different than the typical 2 vs 2 or 3 vs 3 dogfights I've always seen. "Red Group, Gold Group, all fighters follow me!" -
The Witcher series, the Trilogy of Thrawn, the Hand of Thrawn duology, Hands of Light, Light Emerging. I also randomly picked Doom: Knee-Deep on the Dead a long time ago and happened to enjoy it
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That's Newtonian physics in its purest: "To every action there is always opposed an equal reaction." Even with all the good will in the world you realistically can't expect a polite reaction when your first action was "You are hereby ordered to stop using my work IMMEDIATELY!", with a metaphorical lightsaber blade pointed at Dark Apprentice's throat. It's not a matter of life and death, dude.
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If I remember correctly there's no special compilation required. The gist of it is that when you switch cl_renderer to rd-rend2 the game uses .mat (material) files instead of .shader files. So you should prepare those accordingly. I'll have to dig into this myself too - @@AshuraDX might know more about .mat.
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This supercharged me while modelling my Umbaran Blaster Rifle:
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Looks like I wasn't too far off from the solution