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Ramikad

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Everything posted by Ramikad

  1. It means there are no proper singleplayer spawns (info_player_start) in the map. You could entity-mod the map to add them manually, but I don't know much about it - there may be some tutorials around.
  2. Are you sure? The last time I tried to run JKG it didn't work, at least not on my XP SP3 32 bit, for what matters. Admittedly, however, it was a long time ago.
  3. Actually can't remember, but if you're right it was probably a mix of theoretical position and in-game trial and error.
  4. I've experimented with more elegant solution than letting the guns float or loose on the shelves in the past:
  5. It does, provided the .gla is there.
  6. It would literally take a few minutes to achieve in Blender.
  7. 131 downloads

    The Great Pumpkin, inspired by the Peanuts comic books as well as a Simpsons Halloween Special which also features the Great Pumpkin. To install, unpack the file GreatPumpkin.pk3 into your GameData/Base folder. To uninstall, remove the file GreatPumpkin.pk3 from the GameData/Base folder. Linus van Pelt approves.
  8. Yep. Not sure what the limit is, but I think it's above anything you may want to merge - I merged animations for a total of thousands of frames, and had no problems.
  9. As always, in case you've lost these references (and in case they may help you): http://deeplyobsessed.blogspot.it/2013/01/cg-han-solo.html http://deeplyobsessed.blogspot.it/2013/08/han-and-chewie.html http://deeplyobsessed.blogspot.it/2013/12/even-i-get-boarded-some-times-did-you.html
  10. Hapslash seemed to have one in the works, but was probably lost. Aside from that, I think I've spotted one in a WIP thread, not sure if I remember correctly.
  11. Is that from Daggerfall? Cool idea, by the way!
  12. Nope. Name it whatever you want, and it should run this code: @[member='Echo'] OFF "glamerge.exe" "_humanoid.gla" "<new animations>.gla" -o PAUSE EXIT Input a name for the newly created .gla and you're good to go. You can keep merging on that new .gla, and stuff all the animations you want (until you hit a limit, but considering my merges it isn't near).
  13. Not necessarily, just put them in the same folder as the program, create a .bat to merge them and run it.
  14. Doubt it. Use GLAMerge instead, and add the new .gla animations to the base _humanoid.gla.
  15. You can export that single animation as a .gla and merge it with a new _humanoid.gla - rinse and repeat. That's the plan, isn't it?
  16. I am...
  17. You should be able to, provided that you point the importer to the correct modified _humanoid.gla which contains the new animations.
  18. When importing a .glm model in Blender, you are offered a number of options on the left side of the screen, under Import JA Ghoul 2 Model (.glm): you can choose its Skin (defaulted to default, or you can let the importer Guess Textures), Base Path, .gla override, Scale, skeleton changes, and ultimately animations: here you can pick between None, All and Range. If you select Range, you can also set the Start frame and the number of frames.
  19. If you mean importing animations, you have the option to select an animation frame range when importing a .glm model. You can then re-export them as a new .gla, making sure the skeleton is set up correctly during the export, and merge everything up.
  20. https://www.youtube.com/watch?v=tl5vPtL6u4o
  21. I couldn't find this lightsaber on the Hub or on JK3Files, so here's my suggestion: Leia's lightsaber from the Trilogy of Thrawn.
  22. How is a fur ball going to use a gatling gun practically? It's enough for one of those hair to slip into the rotating part to get it jammed, or explode, or to rip his fur into a flying carpet
  23. I wouldn't want that. Just my two cents, but I think Dark Forces 2 shouldn't be changed so that it fits the new canon. If anything, I wouldn't oppose a "New Canon Replacement Pack" for the mod, if someone wants it.
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