Ramikad
-
Posts
1,316 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Ramikad
-
-
You're welcome!
MagSul likes this -
No, you did everything correctly, so that script command doesn't affect brushes. At this point I'd move it out of sight with a very fast MOVE command, then move it back to be visible after those 3 seconds.
OCD2 likes this -
This:
//(BHVD) set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" );
should do it.
bigphil2695, MagSul and NAB622 like this -
On 12/29/2020 at 6:59 PM, fullkevlar said:
More scripting questions, and perhaps more clarity for what im trying to achieve.1. How to you make an move block that rotates the script_targetname in the opposite direction(counterclockwise)? I had (0 180 0) in my rotation vector, and changed it to (0 -180 0) - no change the brush still rotates in the same direction (clockwise). Script below.
2. What do you do to make a script fire and run at intermission for multiplayer? Ive tried a few things but cannot figure out how to make the script run during intermission. EDIT: I think I found a solution to this question. Researched and found out there was a key "spawnscript". I attached that to a few things trying to make it work... eventually trying it on Worldspawn - seems to work, is that a proper solution or is there something better?
3. And if I used brushes as func_static mover, how to I make it spawn on start of script running? I want my func_static to be invisible before the script is run, I cannot figure out how to accomplish.
Ive been working on it for a good while, and having a hard time finding solutions.
Here is the script thats not cooperating:
//Generated by BehavEd
rem ( "rci" );
affect ( "rcflyin", /*@AFFECT_TYPE*/ FLUSH )
{
move ( $tag( "begin", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
wait ( 1000.000 );
move ( $tag( "approach", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
wait ( 1000.000 );
move ( $tag( "turn", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
rotate ( < 0.000 -180.000 0.000 >, 1000.000 );
wait ( 1000.000 );
move ( $tag( "land", ORIGIN)$, < 0.000 -180.000 0.000 >, 1000.000 );
}
1. Not sure if it's possible - try rotating twice, first at -90 and then to -180.
2. If it works, then it definitely is a solution.
3. You can either spawn it and hide it somewhere, and move it back when it has to be seen, or you can try a script with a convenient:
//(BHVD) set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
It should work on brushes too, if I remember correctly. You can set it to false at the start of the moving script, when you want it to be seen again.
OCD2 likes this -
Metro: Last Light Redux is free on GOG until January 1st, 2021, 2 PM UTC.
-
It's more a matter of time than participation, from what I understand. The two-months time frame you picked for the Mandalorian contest will probably draw more participants.
Circa likes this -
Seven: Enhanced Edition is free on Humble Bundle while supplies last, or until December 9, 2020 at 10:00:00 AM PST.
-
Are you sure you linked the trigger_multiple and the NPC_spawner? NPC_spawner entities with targetname don't spawn their NPCs, only when used. Select the trigger_multiple, then the NPC_spawner, then CTRL + K to connect them.
-
10 hours ago, mrwonko said:
No, Jedi Academy doesn't support localised gravity changes. But as a fan of Prey I've also thought that this would be a cool new feature to mod in some day, just like the portals in Prey. Maybe I'll get around to it in a decade or two.
It does support "personal" gravity (in singleplayer), that is an NPC can have g_gravity 100 and you can have 8000 at the same time, but it's always directed downward - no walking on ceilings or walls. But at least in SP it can be partially emulated by simply rotating the player entity accordingly and basically "blocking" the player on paths.
In MP, it's impossible to achieve without coding. The closest thing is Force running on walls, but gravity still pulls you down, not toward the wall.
mrwonko likes this -
Kingdom: Classic is free on Humble Bundle until November 9, 2020, 10:00:00 AM PST.
-
Cutscene isn't really the proper term in this case - the ones you mentioned are very simply scripted sequences, that can happen either during intermission (at the end of the game, for example) or at any time during gameplay. It's all a matter of scripting them and running the script in-game whenever you want.
You can also attach .ase models to func_static, so you're not limited to .md3 for that sort of scripting. I think even .obj could work, at least I know Radiant can load them. So simply creating .ase models and attaching them to movable func_static (always remember a system/origin brush!) is the easiest way to achieve what you want.
OCD2 likes this -
6 hours ago, darthpepo1 said:
oh really? when does luke mention corran in JKA? i've played the campaing countless times, but i've missed that detail
I believe it's when Luke sends out his Jedi to check out various places, either before Hoth or Vjun. He sends him to Wayland.
-
Not sure how to go about with other audio programs, but if you're using Audacity, simply open up the .mp3 file, set the Project frequency (bottom left) to 44100, then export as .mp3.
Dark_Reaper likes this -
Europa Universalis II is free on GOG until 24th October 2020, 1 PM UTC.
-
What is the animation mod you're trying to install?
All I can think of is that either you unpacked it in the wrong base folder (there's Star Wars Jedi Knight Jedi Academy/Base and the correct Star Wars Jedi Knight Jedi Academy/GameData/base), or the mod you're trying to use conflicts with another animation mod.
-
Essentially you have to make sure that every piece of the model is attached hierarchically to another (Parent - I recommend you to take a look at the various JA models for a clearer idea of the hierarchy), then add an Armature modifier named skin to all new objects, setting skeleton_root as Object. You'll also have to add Ghoul 2 Properties in Object and give each piece a name - the name you'll use at the end for the .skin file. Once done, you'll have to mess with Object Data, and add Vertex Groups named after the bones themselves (for example, for the head, cervical, cranium, jaw). At this point all you have to do is weight the model pieces to the bones you defined in Vertex Groups, which can either be done manually, by selecting groups of vertices, selecting the desired Vertex Group and Assign or Remove the Weight (ranging from 0 to 1), or you can paint the weights in the Weight Paint mode, by selecting the Vertex Group of the bone and slapping it over the model piece. There are other ways to weight a model, like using Envelopes, but I haven't really tried them.
Rinse and repeat for every model piece, and don't forget about Tags - which you can really just port from any base JA model. If every model piece is weighted correctly, if the ghoul2 properties are set correctly, if the hierarchy is correct, you should be able to export and use it in-game just fine.
If it doesn't show up fine, generally re-importing the exported model helps you pinpoint the exact problems and oversights.
This is pretty much it, essentially replicating how the base JA models work, or at least how they're rigged once imported in Blender. Let me know if you have any more questions.
bigphil2695 likes this -
I don't think they are:
5 hours ago, Circa said:You can only enter your own creations.
-
Not quite a tutorial, but I can help people through the animation process in Blender step by step.
And yes, as the name implies, Dragon is horror now. It was OK back then when there was no real alternative, now the only good options are either Blender or Softimage. I can help you with Blender if needed.
ShadowKoopa7 likes this -
If you want the print to appear in the middle of the screen, put a ! before the text / string reference.
NAB622 likes this -
From what I remember you have to play around with the juke box, but I could be wrong.
-
Should be q3map_onlyvertexlighting, but since you say it doesn't happen elsewhere we can probably rule that out.
Sorry - I'm out of ideas.
OCD2 likes this -
From the image, it seems the walls are vertex lit. I don't know what could be causing that exactly - are you sure the shader doesn't tell the compiler to only do vertex illumination / phong?
-
Serious Sam: The First Encounter is free on GOG until 26th August, 1 PM UTC.
-
Since you say you can barely see the colors sometimes, maybe you need a light source. Not sure though, since texture mode without any light should display textures on full bright. But it's worth a try.
Back of Head Missing in-game (Help for a new person)
in Modding Assistance
Posted
Yes, then put the .shader file in a shaders folder. So you should have this in the .pk3: