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Ramikad

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Everything posted by Ramikad

  1. Probably because it features a lot of player models, maps, NPCs, lightsabers, some SP missions, and promised a lot of singleplayer missions along with support for the most popular MP mods back then (JA+, ForceMod III, etc).
  2. OpenJK was never meant to add changes to the base game or the gameplay. It focuses more on fixing up what was broken or what never really worked very well.
  3. If the NPC exists, you can spawn it in Radiant with NPC_Spawner, setting the NPC_type key as the name of that NPC. It's a long shot as I haven't tried it, but I think yes, you can assign the E-5 blaster to an NPC through scripting: //(BHVD) set ( /*@SET_TYPES*/ "SET_WEAPON", "WP_E5_CARBINE" ); or directly into the NPC file: ... { weapon WP_E5_CARBINE ... }I'm not really aware of anything new for Radiant, except maybe UniqueOne's WZMap, though it's an enhanced compiler rather than a new Radiant version, I'm still using 1.5.0. As for Rebel skins, MBII features Hoth troopers as well as Endor troopers. A quick search on the Hub didn't seem to show up many results, except for the Battle of Endor Siege maps, which include Endor Rebel troopers. Looking forward to your next works!
  4. I don't think you can have it without console commands.
  5. From what I recall, the Clone Wars Stances mod does this, but it also changes the saber style and attack animations.
  6. Yeah. Too bad they scrapped the Factions subsystem, because it really added depth to the gameplay.
  7. I know right? I used to send my heroes to war in the campaign just so that I could complete the mission with ALL of my troops alive
  8. Woah, if the assumption that 64 units = 1.80 m, that makes maps potentially 29 km wide.
  9. Yeah, this one. Too bad it's not going anywhere. Have you maybe asked if he could let someone else finish it?
  10. Try with SET_SABER1 and SET_SABER1_COLOR1.
  11. I think he means the transparent inside surface of the bottom end of the jacket. It would be just a matter of adding a cull twosided shader code to the texture.
  12. That Trando head looks like a breed between a werewolf and a bat.
  13. Haha, or the Hopwire Grenade that was seen in Half-Life 2: Episode 1, but subsequently removed.
  14. You could edit the .skin files of the new model so that they are set to the new model folder, but in that case you'd have to rewrite the shaders so that they also refer to the right folder. Alternatively you could keep the textures in the original folder, have the .skin files refer to those textures and thus eliminate the necessity to write more shader code.
  15. Not necessarily - make two instances of the tread and wheels, one static and the other animated. Idle animation would keep the static version down, and the animated version hidden just above them. Moving animation would move down the animated version and move up the static version.
  16. I couldn't remember if there was one or if I just imagined it. But it seems to have no texture, unless something went horribly wrong with my files. The model refers to models/map_objects/kejim/camera.jpg, but it doesn't seem to be there.
  17. Version 1.1

    590 downloads

    This mod replaces the default camera model with the 57C holocam model seen in the movies. I haven't noticed any frame rate drops, but due to the more complex geometry some lag might occur on slower machines. Aside from that I haven't noticed any bugs. I haven't tested it with Jedi Knight II: Jedi Outcast, but given that the model paths are the same it should work with it as well. To install, unpack the file z_57C.pk3 into your GameData/Base folder. To uninstall, remove the file z_57C.pk3 from the GameData/Base folder.
  18. I can think of a couple of things concerning auto-downloads, namely the ridiculous download speed (unless that was on my end only), and that (unless it's somehow been fixed) apparently you can get the Rcon password of a server if its auto-download is active.
  19. Ah, the good old days... I used to fly and hide my ship in the small lake, but the Targeting Computers of the other players would still pick me up.
  20. Make sure the scale option in the Import menu is set to 10.00 %.
  21. That's strange. Since everything, saber and tags, is parented to model_root and ultimately to scene_root, if you rotate the model_root it should rotate the tags as well. It's almost as if it ignored hierarchy.
  22. Just select and rotate the model_root instead of all the model. Since the mesh is parented to that everything will rotate even if you just select the model_root. You can select it directly from the hierarchy, just under scene_root. - scene_root | - model_root_0 <- this one | - w_saber_0 | - etc
  23. Agh, fool of a Ramikad! How could I not see it any sooner?! Rotating the WHOLE model, you'll also rotate the scene_root - so basically, by its point of view, nothing has rotated. You only have to rotate the model_root by 180 degrees on either the X or Y axis, and perhaps lower it a little bit, but the scene_root must remain untouched.
  24. When exporting I only see the options for Base Path and .gla name. Import shows a lot more options, namely Skin, Base Path, .gla override, scale, skeleton changes, animations, start frame, number of frames. To export a lightsaber model, which uses no skeleton at all, you can just delete the .gla name. Just as importing a lightsaber you can delete the "default" value in the skin field.
  25. What I meant is that when importing a .glm file you have various options on the left side of the screen, asking for a specific .skin file, a skeleton, animations, etc. If you try to import a model that doesn't have a model_default.skin, but you don't delete the field that asks you which skin to use, it will return an error when it realizes it can't find model_default.skin. In short, check out all the fields and make sure everything's alright and unpacked correctly after Gamedata/Base/Models/. Moreover, rotating the saber won't be a problem: select all, then R -> X (or Y) -> 180 -> Enter.
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