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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Ramikad

    Secret Santa 2016

    Yus! Another Secret Santa!
  6. 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.
  7. 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...
  8. 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.
  9. 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.
  10. 195 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.
  11. Would probably be a good test of the system. Imagine a properly scaled Tatooine planet map...
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. For what it's worth it works perfectly with 2.76b.
  17. Maybe not. cg_shadows 0 would be none, cg_shadows 1 would be simple, cg_shadows 2 would be volumetric and cg_shadows 3 would be projected. I'm far more bothered by the fact that it's displayed one or two units above the ground, filtering through the player model feet, than the opacity of it.
  18. I'd suggest you to follow good old MagSul, and release a demo that you can then constantly expand on. You'd keep people hyped, and you'd probably feel like you've accomplished something more concrete than a project which may end up being too large to be created.
  19. Drunken Ramikad approves. Agh. When will you guys get a liquor or beer emoticon for these kind of posts?
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