

Ramikad
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Everything posted by Ramikad
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That Windows version looks like it's from the good last century
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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.
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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.
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No, the "last Jedi" thing, even though it will probably be ignored or retconned.
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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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Or one of these beauties:
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Trains travel between multiple path_corner entities, linked together coherently to effectively make a rail. If you only put one, the train will just move there and stop, or perhaps even start from there - not completely sure. Try creating a second path_corner where its origin is, select that as the train target, and link it to the original path_corner1.
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Might also depend on being loaded before the original script in the main assets. Try naming the new .pk3 so that it alphabetically loads after the main assets.
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I seem to remember that map as a RP Tatooine map - the consoles around like the one in the Tusken Camp are meant to spawn vehicles, most likely Bantha, Eopie, Dewback or a mix of them.
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Perhaps it just rained Maybe it's just me, but I feel like the water is a nice touch. Probably a better water shader and a lower level might make it look just right.
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Sith Eyes on Jaden in Story/Campaign mode
Ramikad replied to Darth Sion's topic in Mod Requests & Suggestions
Not quite. As it's been discussed through the thread, apparently you can only set a "whole" skin, not custom skin pieces. And this means that, as Asgarath mentioned, Tavion can freely switch to the tavion_possessed.skin because it's a single .skin, and not a set of three .skin files. There's a specific script command to give the player the Hoth gear, the bool SET_WINTER_GEAR, and that suggests that if it could have been done with a simpler SET_SKIN it maybe would have been done. -
The Clone Wars, maybe. Lots of explosions and blaster fire. Or the Tusken vs Jawa. Or a small meteorite + sandstorms. Or abuse of rock, ore and mineral extraction for low-quality houses to rebuild after the Clone Wars. Or Krayt Dragons. Or...
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Perhaps the place has changed in 32 years
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Sith Eyes on Jaden in Story/Campaign mode
Ramikad replied to Darth Sion's topic in Mod Requests & Suggestions
It's more complicated than an Icarus script, I think. Apparently in my tests I couldn't get a custom skin working at all, due to it exceeding MAX_QPATH or something like that, and even in that case I'm not sure it would work. The only half-possible workaround to this would be to use the little script glitch, //(BHVD) set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "DEFAULT" ); which allows a console command to be executed just writing it after a (non)existing .roq video cutscene. The only problem is that I think changing skin would need cheats to be activated. You could make it more complex; creating a whole load of conditionals IF commands, checking for every possible skin used, and, using the SET_VIDEO_PLAY glitch, activate cheats, set the new playermodel, head, torso and lower skins, and then deactivate cheats. It might work. //(BHVD) set ( /*@SET_TYPES*/ "SET_VIDEO_PLAY", "kkk;helpusobi 1;playermodel <model> <head> <torso> <legs>;helpusobi 0" ); It would overall be a daunting task. -
How do they not work? They seem to work fine for me, switching correctly in relation to the player's distance. I'm not sure about the lighting though. r_lodbias 0 to 3 should confirm you that the LODs actually work, as it's basically the same as the Geometry Quality setting. Try playing around with r_lodScale and r_lodCurveError, as they control the distance at which the objects show their lower quality LODs.
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199 downloads
This mod replaces the music played in the main menu of Jedi Knight Galaxies with the one played in the main menu and character creation menu of Star Wars Galaxies: An Empire Divided, named "To Start a Journey" by some sources, and directly taken from the soundtrack of Star Wars: Episode V The Empire Strikes Back (Track 23, The Rebel Fleet / End Title Medley). For the nostalgic players, as well as those who want to hear something different. I advise against using this mod in the base game, as it changes the default explore track for the mission CULT INVESTIGATION - DOSUUN (T2_DPRED), which in my opinion doesn't quite fit. The file includes two versions of the track, Short and Long. The former is a shorter version of the original track, more similar to what it sounds like in Star Wars Galaxies, while the latter is a longer version, more similar to the full version in the movie. To install, unpack either zzz_JKG_Menu_Music_Repl_Long.pk3 (if you want the longer version) or zzz_JKG_Menu_Music_Repl_Short.pk3 (for the shorter version) into the jkgalaxies/JKG folder. To uninstall, remove the version you picked from the jkgalaxies/JKG folder. Make sure you only pick one: if you choose to install both versions, most likely only the short one will play, due to the .pk3 alphabetic loading order. -
How doesn't it match? I can't see it.
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Would probably be a good test of the system. Imagine a properly scaled Tatooine planet map...
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I approve everything that can get this crazy.
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Not quite. To be honest I find it curious that the model has more faces than vertices, judging by the counts on the top of the first image, but I'm not sure why that would cause problems. If you want, you can try to send it over and see if I can export it.
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You simply have to add the q3map_normalimage <normal map path>in the shader. But I guess you already knew; still I'm not aware of any reason why it shouldn't be working properly, as my tests were successful. I can only assume that when there's too much to compile in terms of lighting it just breaks.
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If you feel really heroic and in a testing mood... you could consider bombarding every single texture there with normal maps, even just to see if it compiles everything properly without devastating the whole lightmap And, of course, it would probably look better.
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Not quite sure - you should probably decompile it and take a look, but the way it looks I have the feeling it uses a mixture of worldspawn fog and outside / weatherzone brushes and entities. Give it a try.
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For what it's worth it works perfectly with 2.76b.