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Ramikad

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Everything posted by Ramikad

  1. From the wiki: -samples <N> Enables intelligent antialiasing of shadow edges in lightmaps. A value of 2 both looks good and compiles quickly, while a value of 3 looks great but compiles somewhat more slowly.-samplesize <N> Writes the prescribed samplesize argument to the .srf surface file. The .srf file (and thus -samplesize) affects the -light phase of compile. A lower -samplesize value produces more sharply defined lightmaps. The default samplesize is 16; a samplesize value of 8 produces a blurry, but good quality compile, suitable to call "final" if you aren't looking for extreme detail. A value of 4 produces a more detailed one, but small artifacts may start appearing occasionally. A samplesize value of 1 produces the most possible detailed lightmap, but also creates "stadium lights" artifacts, a much larger BSP file size and lower game performance.Note that the .srf surface file is generated by the -bsp phase of the compile, so -samplesize must be added to the -bsp phase aswell as to the -light phase to make any effect.-super <N> Enables arbitrarily ordered grid supersampling of lightmaps. This is much, much, much slower than -samples, by the way.
  2. I remember trying my hand at that, a long time ago. From what I remember there is a huge f***-up in terms of design: first the windows are shown from the control room to the outside of the base, on the landing pad, and right after it the droids break in, the window well above the door, enter the corridor and it ends up right in the control room, just below the window. It basically needs a corridor that can't physically fit or match with the other scenes.
  3. Sorta. I'm trying to get the second half of the level properly rotated, but most of the map is complete, except for furniture, some details and a couple of areas that need to be fleshed out; and of course the various items / keys / tricks. On a side note, I've experimented with Mailoc and Water Cyc placeholders, and beasts will really need an upgrade code-wise. It's a mess to make them fly and attack properly, or swim and attack / chase underwater without severe AI problems. Could also use splitting between upper and lower anims, so that they use the basic flying or swimming animation and it's seamlessly merged with the main attack animation, much like the _humanoid animations.
  4. Ramikad

    Spoder

    Sure thing, go ahead! Thanks! The error happens because it essentially is a "joke-WAD" style mod. It's meant to be completely unserious, hence the naming, and the incredible amount of geometry of the base model, which suits this for MP only use. I'll eventually make a better version, with a better geometry that allows for SP use too.
  5. Or give them WP_JAWA, which is basically an E-11, that you can edit in weapons.dat so that it doesn't show any model.
  6. Gonna go ahead and vote for Han, even though DT85's already working on one.
  7. I liked Thrawn's voice from the HTTE Audiobook as well, calm and cold: https://soundcloud.com/r-kris-fortune/star-wars-r-the-thrawn-trilogy
  8. The error showing 72 bones probably means that the model is rigged to the JK2 skeleton. You should import the model with the _humanoid skeleton from JK2.
  9. The only map that comes to mind is this one: http://mrwonko.de/jk3files/Jedi%20Academy/Maps/Multiple%20Gamemodes/112671/ However it has none of the features you described. A quick search in nearby star systems showed no results, including a possible colmap.pk3. Seems like it's gone for good.
  10. The gist of UV mapping, very basically, is that you take the various shapes that the mesh is made of, and spread them on a 2D surface, which will then fit the texture itself. If the mesh is a single compact object, the unwrapping will usually produce a strange result, which in fact is created by the program trying to spread the map in only one seamless shape. You'll want to avoid this and instead rely on multiple parts (though still a single mesh), that in the UV map are detached from each other, so to have a clearer idea of what is where. To do this you'll need to play around with seams: they are basically marked edges that tell the program to split the UV map on those edges. Here's an example with a simple UV Sphere in Blender: All apparently normal, but the resulting UVMap is completely unworkable: So we're going to use seams on the edges of the sphere, which appear on the mesh as red-colored edges (note that you're not forced to follow any specific direction or shape for the seams): And this is the far more acceptable result after unwrapping the sphere with seams: One last thing to take care of before exporting as a .glm model: you have to split the seam edges, or you'll incur in the "UV Seam found!" error: Be careful though: splitting will literally double the number of vertexes affected by the split, as you can notice, and will also show a (minor) artifact in game due to the mesh being split (which can't really be helped with anyway): Hope this helped you a bit.
  11. If you're sure you're in Texture Mode, you should probably play around importing the various skin - a model is usually imported with the default skin.
  12. Ramikad

    Spoder

    216 downloads

    This mod adds a spoder NPC to the game. This mod is not meant to be serious, I made it in memory of the unknown little critter who died in Hairy Cerez's arms, or rather at his place. The model is bugged in Jedi Academy SP due to the absurd amount of geometry, which makes this probably the heaviest player model ever made. It behaves like a Wampa, so that means he has a chance to catch you and sometimes will leap at you. On the other hand, being in memory of the little critter, he's a ghost and thus you cannot attack him directly, though you can kill him with the weapons' splash damage. In short: if he comes for you, run for your life. That's how you turn a bug into a gameplay feature. To install, unpack the file Spoder.pk3 into your GameData/Base folder. To uninstall, remove the file Spoder.pk3 from the GameData/Base folder.
  13. Select the mesh, enter Edit Mode, switch to UV / Image Editor, then switch to Island Select mode, select all the apparent islands and move them around. In general when selecting an island you'll notice a slightly different color when something's buried under it.
  14. Are you 100% sure that all of the edges are split at seams? Some can be carefully hidden under a UV island. Damned pirates.
  15. Run through the various flare shaders in textures/flares. Be careful, though, because some flares will be seen through walls.
  16. Lol. The first release of JKG was a disaster because eezstreet's a bad coder? I've been there. Not only patching was pretty constant, but most of the infamous inventory bugs happened simply because they were not yet discovered. The MBII code is a mess because of eezstreet? I remember him noticing a ginormous amount of flaws from an older MBII code, and posting it on their forums, like with the various pass-through codes (it involved 8 lightsabers into a wall? Sounds like a song...). Same code that, at least in past versions, allowed to have infinite rockets with a trick involving signals. In short:
  17. Hm. Strange, I could swear that saving .tga 24 bit ended up showing a white-gray invalid texture in-game. Whatever, thanks for the clarification anyway.
  18. Now that you mention it, the typical parenting should be: - scene_root - model_root_0 - skeleton_rootWhile the picture shows the model_root_0 parented to the skeleton_root. Try parenting the model_root_0 to scene_root instead.
  19. http://deeplyobsessed.blogspot.it/2017/01/cantwell-prototype-x-wing-with-new.html
  20. I seem to remember that the only additions to Jedi Academy MP are Team Heal and Team Energize, as I don't recall ever seeing them in Jedi Outcast MP.
  21. Just avoid progressive .jpg, interlaced .png and save your .tga (uncompressed) with a resolution of 16 - haven't tested 32, but 24 doesn't work. Also make sure that your textures are a power of 2 (64x64, 512x512 etc). That's just about everything about problems with textures.
  22. No, most likely Star Wars: Everyone Joins Against Evil Emperor Clone Snoke.
  23. I'd also be up. I remember a long time ago having a small siege with friends up to like 4 or 5 in the morning
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