

Ramikad
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Everything posted by Ramikad
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This one should do. //(BHVD) set ( /*@SET_TYPES*/ "SET_NO_ACROBATICS", "TRUE" ); Quoting from BehavED, "Jedi won't jump, roll or cartwheel"
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Apparently that's from the 1997 Canadian movie Cube!
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Must have Singleplayer mods? / Mods like Kotf? (JKA)
Ramikad replied to Rexidexi's topic in General Modding Discussions
Money and other toydarian tricks. Mostly more money. Check out the Wiki for more details. -
I got Alderaan. Here's the levelshot: And here's an in-game screenshot: That's Evil Genius level, I was actually amused
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Problems with frankensteining in Blender
Ramikad replied to DarthStevenus's topic in Modding Assistance
Given that the shield is also fully weighted (1.000) to the skeleton_root of the Assassin Droid I think that's not the problem. The hierarchy isn't a problem either. I guess that only really changes the way it's dismembered, but I'm not sure. Does the unweighted vertex error refer to the spherical mesh of force_shield_off_0? In that case, I can only suggest you to put aside vertex painting, which I think might miss some vertexes, and instead select the shield, enter Edit Mode, select all the vertexes (A key), then, under Object Data, Assign all the selected vertexes of the mesh to the Vertex Group Skeleton_Root, with a Weight value of 1.000. More or less the same applies in case the error refers to a different mesh than the shield. The other model_root empty entities are used for LOD (level of detail) support. You'll notice model_root_0, which is the main model, model_root_1, which is the first LOD, up to model_root_3, each tied to a decreased quality version of the model, which is loaded in-game when far away or when forced. They certainly are useful, but not essential to the game. -
... let's not take too much creative freedom now, shall we?
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You'll need a proper shader to get the mirrors working. I'm not sure if base JA has it, but this is what the shader looks like from a map I can't remember right now: textures/camera/camera { qer_editorimage textures/camera/camera surfaceparm playerclip portal q3map_nolightmap { map textures/camera/camera blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA depthWrite alphaGen portal 2048 } } Once you have that, create the mirror in Radiant, then create one misc_portal_surface sticking to the mirror's surface, and linked to a misc_portal_camera in the same place.
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How can I move around gtkradiant faster
Ramikad replied to Acrobat's topic in General Modding Discussions
You can alter the speed at which the camera in the 3D Preview moves in Edit -> Preferences -> Settings -> Camera -> Moving Speed. -
I've counted 6 gifts. Loved the one for Redsaurus!
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Adding the assassin droid shield to another NPC
Ramikad replied to DarthStevenus's topic in Modding Assistance
The only way seems to be adding the shield mesh (force_shield_off) from the assassin droid to the new model, or alternatively make a new one with the proper name. -
Blender can import .ztl as well as decimate it.
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Holiday News Update (Sabers, Jetpacks, and more!)
Ramikad replied to eezstreet's topic in Jedi Knight Galaxies
I'm curious to see how many players lightsabers will tractor-beam to JKG -
The memories are too powerful.
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I can see how the DF2 mod would benefit from this - that is, if it's remotely legal to use the original Bink cutscenes. I seem to recall that turning them to .roq uses up a lot of space.
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_cs 1 and _rs 1 should respectively make the misc_model_static cast a shadow and receive lighting.
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Huh, all of this reminds me of one of the phrases in the Matty Quad Council Room (side note: I love that map)... "...Peace is always a deception - Where there is alot of good, evil is hidden, Where the dark rules, light will strike out..."
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Draw/View Distance command?
Ramikad replied to ShenLong Kazama's topic in Jedi Knight General Discussions
I think there's an MP command to alter the distance cull, but can't remember exactly. I'm not sure if that would work on SP, though. Other than that, the only solution is to set a properly high distancecull making the map. -
1. In theory, a mod made for one game can easily be made compatible for the other. The only exception I can think of being ladders, which don't work in Jedi Academy, although they could be replaced with lifts. 2. For mapping, GTK Radiant. Texturing, I'll let more experienced people talk. Scripting, BehavED. Sound editing, Audacity.
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They could be imported in Blender and quickly decimated, provided that the UVmaps don't get destroyed.
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Yeah, good idea, so somebody can obtain permission to use the full Tamriel heightmap and region-gen it for Jedi Academy
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Beware of snow trolls.
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Resuru did spam that exploit back in the day with Pazaak, and I once got wrongly kicked because of that. Not sure who was the admin that time
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Development screenshots: cool things that are being worked on
Ramikad replied to eezstreet's topic in Jedi Knight Galaxies
Player trading! Yay, now @@MagSul will have a chance to try out a proper rifle -
What happens if you uncheck the toggle option?