

Ramikad
Members-
Posts
1,317 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Ramikad
-
How do I play multiplayer on steam?
Ramikad replied to SimplyCosmo's topic in Jedi Knight General Discussions
You should also increase your Data Rate. If the servers still won't show up, an alternative would be to pick their IP from here and /connect directly. -
Good things come if you type it correctly.
-
What if I tricked it by getting the non-baked .glm exported, then imported in Blender, bake the normals there and export? Would the tangents mess up even more? Or it's something else you mean?
-
-
-
For what it's worth I've experimented with Blender hair / fur effect a while ago, and baking textures / AO / shadows / whatever. Might be tricky to do properly but seems to make decent results.
-
Version 1.01
357 downloads
This mod replaces the base game E-11 Blaster Rifle with the Umbaran Blaster Rifle, as seen in The Clone Wars series of episodes set on that planet. It includes new blaster sounds as well as new muzzle and shot effects. It has a few minor visual glitches, but they're not really noticeable unless you're *very* close and look carefully. To install, unpack the file Umbaran_Blaster_Rifle.pk3 into your GameData/Base folder. To uninstall, remove the file Umbaran_Blaster_Rifle.pk3 from the GameData/Base folder. As requested, I added the Umbaran_Blaster_Rifle_Standalone.pk3 in case you want to add it as a standalone weapon in a code mod, as it has separate folders, texture and shader paths. -
Doesn't r_shownormals 1 work? Or you meant something else? Every time I check this thread I feel like I'm visiting the Kennedy Space Center: you like everything you see, but you have no clue on what's going on or what people are talking about.
-
It looks like the whole head needs to be UV remapped with proper seams.
-
Ask me anything about the Jedi source code
Ramikad replied to MGummelt's topic in Coding and Scripts
Apparently dual pistols were implemented, at least technically. Quoting from this tutorial: -
I don't know. In the books she's always a lone wolf, and always having a hard time to trust just anyone.
-
This might interest you anyway.
-
I can take a look. PM it to me.
-
All I can think about seeing this:
-
This error comes up every now and then in the forums, especially with who just got started with Blender. Loosely quoting myself from another thread: Hope this helps.
-
Will also be a lot of fun to change gravity in-game, because you could activate braking thrusters in the original game that would slow down the fall and give more time, and a higher gravity effect.
-
Why increase the gravity? Being inside a falling ship would feel like a (slightly) reduced gravity for whoever is on it.
-
It's all very theoretical, but my idea would be that the level would be made by models for the most part. I'd say that the most problems we'd get would be from clipping and culling, but it should work. It'll also need a func_ moving entity for the terrain down below, and perhaps a lower gravity, to create the illusion of the ship falling down.
-
I seem to remember that the dynamic light created by lightsabers can only be decreased, not increased. Maybe a hilt with a saber length of 0 and a strong light effect when ignited could do, along with a damage scale of 0.
-
Cause the girls and Roshes are meant to be kidnapped As for the rest, they're set in 12 and 14 ABY, so I guess Mara already left his academy to work with Karrde again. In the Hand of Thrawn Mara mentions leaving the Academy soon enough. Jan is mentioned on Corellia anyway (t1_rail), and again on Nar Kreeta (t2_rancor). "Then Jan punches the Weequay right in the..." "Y'know, normally I'm the one going into danger while Jan flies the ship. But this'll work too. Find those prisoners, and bring them back here for pickup."
-
You'll have to be more specific on whether you'd want it for SP or MP, and if by specific animations you mean something like Movie Duels 2. As far as I remember, the MD2 team managed to switch animations hex-editing the various model.glm and pointing their skeletons to specific animations. No coding required, but I guess this would only work in SP. For example, the Clone Trooper (models/players/cloneclassic/model.glm) was hex-edited so that it points to the specific models/players/_humanoid_clo/_humanoid.gla with its own animations set.
-
Ask me anything about the Jedi source code
Ramikad replied to MGummelt's topic in Coding and Scripts
You can run a check on a random number: //(BHVD) if ( $random( 0, 1 )$, $<$, $1$ ) { } -
Ask me anything about the Jedi source code
Ramikad replied to MGummelt's topic in Coding and Scripts
Now that he mentions it, the first three are all theoretically doable with scripts. For 1, as he said, simple SET_WEAPON (timed and looped) commands in BehavED. For 2, in theory you could check the weapon it is using, and in case the weapon switches to WP_NONE, you can set the NPC to use the other weapon, and losing that you can set it to use melee. Would need to get a bit creative whether the NPC has lost all weapons or just one, but it might be doable. For 3, you can check the distance in BehavED (SET_DISTSQRD_TO_PLAYER) and set main or alt fire accordingly. -
Ask me anything about the Jedi source code
Ramikad replied to MGummelt's topic in Coding and Scripts
Just out of curiosity, were vehicles supposed to play a much larger role in base Jedi Academy than they did in the end, especially the starfighters? -
Where's the first image from?