

Ramikad
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Everything posted by Ramikad
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Backhand version of Ashura's High Quality Starkiller hilt
Ramikad replied to swegmaster's topic in Mod Requests & Suggestions
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. -
Backhand version of Ashura's High Quality Starkiller hilt
Ramikad replied to swegmaster's topic in Mod Requests & Suggestions
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. -
Backhand version of Ashura's High Quality Starkiller hilt
Ramikad replied to swegmaster's topic in Mod Requests & Suggestions
If you have problems importing a .glm, make sure the model and its folder is unpacked into Gamedata/Base. You may also want to pay attention if you're attempting to import it with a specific model_default.skin, in case of sabers you shouldn't try to import the unexisting .skin file. -
AT ST tags and import export weird problems...
Ramikad replied to Langerd's topic in Modding Assistance
Yes, the _0, _1, _2, _3 suffix refer to the LOD. I'm not sure the mesh name has some relevance at all though, it is important to pay attention to its Ghoul2 Properties, which are the Name, Shader, and the Tag and Off tick boxes. -
You forgot to mention VIS. It's a nightmare when creating larger and complex maps. Heck, I wish I could simply spam antiportals all over.
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You sure? To my knowledge, decompiling a .bsp into a .map obliterates light entities.
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Yep. But use with caution: it seems that older versions of Blender destroy the UVMap of the mesh using that modifier. As far as I know it's safe with Blender 2.67+.
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AT ST tags and import export weird problems...
Ramikad replied to Langerd's topic in Modding Assistance
At this point you might as well dismember the ATST2. It's a long shot, but try blasting to dust its *weapon tag: maybe if it can't find the tag it will resort to shooting from the *flash tags? Pure speculation. -
If you don't have to make it run from point A to point B, you can use the SET_ORIGIN script command.
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Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Why is it supposed to be firing from weapon_0? Looking at the AT-ST model tags, it fires from *flash1, *flash2, *flash3 and *flash4 for main and side weapons respectively. -
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Very nice. The mech strongly reminds me of Strife. You can try scripting it so that at a certain distance from the player it switches weapon to AT-ST Side and keeps firing. -
Single Player with Mulitplayer combat and movement
Ramikad replied to Waco's topic in Jedi Knight General Discussions
Bah, in the end it's all a matter of tastes. You can argue all you want about precision and all sorts of bullshit, but if you don't like it, you don't like it. That's the real drunken wisdom. -
Type in spawn <item definition>, it works. Also, for animations, you can try setting the readyAnim, drawAnim, and putawayAnim keys in the .sab file to BOTH_TALKCOMM1, BOTH_TALKCOMM1START and BOTH_TALKCOMM1STOP specifically.
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There's the Death Star Trench Run, fully loaded with all available vehicles. Not space, but still (apparently) wide enough to fly around, there's the DoA Flight Arena. Also, the two KotOR Flight School maps: here and here. As well as the Battle over Coruscant.
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Try using the item definitions to spawn them. From the Radiant: item_bacta, item_binoculars, item_battery, item_la_goggles, item_seeker, item_sentry_gun, item_shield_lrg_instant, item_shield_sm_instant, item_medpak_instant, and although I'm not sure if it works, you may try item_goodie_key and item_security_key. Plus, item_datapad.
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Likely info_player_start_red and info_player_start_blue.
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Texture alignment (without surface inspector)
Ramikad replied to kwenga's topic in Modding Assistance
For what it's worth, I find Blender to be a good alternative here as well. If you don't mind terrain being an ASE rather than MD3, GLM, OBJ (but I suspect it can be done anyway, although I couldn't do it), you can happily shape your ground from a grid, turn it into tris, texture it however you want with a combination of a base texture and Texture Paint mode, and export the whole lot in-game. Works brilliantly. Cool map, by the way! I only have played Blood Omen 2 out of the whole series, but I liked it. -
Strange, it works to me. File -> Submit File -> Category. It's possible that it will take multiple attempts to successfully upload a file. It will then have to be approved by the admins.
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It is normal. The vehicle, that you spawn using npc spawn vehicle atst_vehicle, is designed to be used properly in multiplayer games only. This is also true for most, if not all, other walker vehicles you may download. It's also normal that you can't select its weapons: a characteristic of vehicles in singleplayer game is that you can't shoot their weapons if you drive or fly them with your lightsaber or blaster rifle selected. Use the blaster pistol instead, or for what it's worth any weapon other than the two I mentioned. The trick with the AT-ST is that the vehicle you're driving on Dosuun is a different entity, that you can spawn using the console command spawn misc_atst_drivable (which will not work in multiplayer games). This one will be fully functional, walking and aiming properly with the weapons it's armed with.
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Dragon always gave me troubles with the console. Dragon 9.0 wouldn't let me open it up even switching keyboard language settings. Then I tried Dragon 0.9.2 (not sure if it's an updated version or a really old version, but I think it's the former), and I finally could open the console switching keyboard settings. But personally I dumped Dragon after finding out how to animate with Blender. Much more intuitive and less tedious with angles. Another popular tool for animating seems to be Softimage XSI, but I've never used it.
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Magnetically sealed walls? (projectiles bounce off)
Ramikad replied to Teancum's topic in Modding Assistance
Yep, I don't think it works with player models. -
Magnetically sealed walls? (projectiles bounce off)
Ramikad replied to Teancum's topic in Modding Assistance
It's a shader, not sure exactly, but try with surfaceparm forcefield. -
Try selecting all the objects it's made of in Object Mode, I've noticed it is required to be exported as model, or maybe patch mesh. It seems like it only exports the objects you select. Also, when you import the model in Radiant or game, try scaling it up if you don't see it but you can still select it, it is possible that it could be way smaller than you'd expect.