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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. You can alter the speed at which the camera in the 3D Preview moves in Edit -> Preferences -> Settings -> Camera -> Moving Speed.
  3. Ramikad

    Secret Santa 2016

    I've counted 6 gifts. Loved the one for Redsaurus!
  4. 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.
  5. Wow. My Secret Santa is an Evil Genius. I was genuinely surprised and amused! Hats off! :D

  6. Blender can import .ztl as well as decimate it.
  7. I'm curious to see how many players lightsabers will tractor-beam to JKG
  8. 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.
  9. _cs 1 and _rs 1 should respectively make the misc_model_static cast a shadow and receive lighting.
  10. 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..."
  11. 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.
  12. 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.
  13. They could be imported in Blender and quickly decimated, provided that the UVmaps don't get destroyed.
  14. Yeah, good idea, so somebody can obtain permission to use the full Tamriel heightmap and region-gen it for Jedi Academy
  15. 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
  16. Player trading! Yay, now @@MagSul will have a chance to try out a proper rifle
  17. What happens if you uncheck the toggle option?
  18. That Windows version looks like it's from the good last century
  19. Okay, but you'll agree that this topic's title, his status update and the claim on the upload site ("All models and animations were created by me") leave little room for interpretation.
  20. I'd say it's highly likely - the Rebel Vanguard seems to be from the Pandemic unreleased Battlefront 3, and the armored Starkiller from TFU. I doubt that if someone modeled those themselves they'd use different proportions (the Vanguard hands look like sausages in comparison to Rey's and Starkiller's), different poses and different texture qualities. Well, if I remember correctly there's no rule against posting links to ported models. It's just forbidden to upload them on the site. Although I agree that the claim to be his own models is questionable.
  21. No, the "last Jedi" thing, even though it will probably be ignored or retconned.
  22. I think that's the Ghost from Star Wars: Rebels he's referring to. Here's hoping they all get killed so that Yoda's last words are canonized
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