Jump to content

Ramikad

Members
  • Posts

    1,316
  • Joined

  • Last visited

Everything posted by Ramikad

  1. The blaster fire at around 0:17 sounds like clonetrooper rifle fire to me (maybe from Republic Commando): https://www.youtube.com/watch?v=dgk7cxb73lw And at 0:03 here sounds like the clonetrooper rifle fire used in the first Battlefront games: https://www.youtube.com/watch?v=pohm13RxVD8
  2. Yeah, your best bet is probably trying with script commands.
  3. This, and pay attention to the entity origin - you might have a model that fits well inside your map, but has its origin out in the void. Also make sure that no detail brushes are touching the void (any such brush should be structural instead), or that'll count as a leak too.
  4. It gives you full control over your opponent, similar to the control <NPC targetname> console command.
  5. Agree with all Langerd said. I'd say one last alternative is to use patches to make the terrain, since texturing them is usually a far less daunting task than with brushes, moreover you can "cap" the patch textures so that they're all perfectly aligned on one axis, and then you can turn the patches to a model if you don't want to increase the polygon count too much.
  6. Why not? It's essentially a patched version of Jedi Academy. But if you really don't want to use it, the only way to fix that problem is to cut down the vertex number of the model, or of both the playermodel and the weapon it's using.
  7. Basically, in KOtoR 1 and 2 you could upgrade the weapons by adding certain tech parts. For example, blaster rifles could be improved adding a firing chamber, optics and power cell, and the lightsaber could be improved with different crystals and power cells.
  8. It's working in SP for me. Try packing it in a .pk3.
  9. It is quite small, way smaller than it should be. It was probably done so that it fits the docking bay on Tatooine. With my calculations, a 35 meters Falcon should be about 1244 Radiant units long, which would mean that the base model should be scaled to something between 1.25 and 1.3.
  10. Nice, but the radar dish should be smaller: http://www.therpf.com/attachment.php?attachmentid=543356&stc=1 http://vignette1.wikia.nocookie.net/starwars/images/4/43/MillenniumFalconTFA-Fathead.png
  11. My guess is that the Price is what you have to pay to buy that item or weapon from the vendor, and Value is what you're selling your item / weapon for.
  12. I'll push it to the extreme: Padme? After all Anakin himself senses a trace of his presence in Padme's Apartment in Episode III...
  13. Knowing me, probably all of the above
  14. Alternatively, you can try placing a misc_model and linking it to the func_bobbing, if you don't mind using one more entity.
  15. Indeed, she does look like Grey DeLisle.
  16. Instigator Ramikad reporting! She's the same woman depicted on a neon sign on Coruscant, apparently (textures/rooftop/screen2.jpg). That image appears to have Aurebesh writings, too, which are deleted in Vjun, but they're unhelpful in finding out who she is. The sign reads: "TRAFFIC VIOLATION ENFORCEMENT IS IMMEDIATE". So that seems to support the theory she's just a random woman.
  17. Ramikad

    R-3PO

    All that chromed red reminds me of the Royal Armor from TES3: Tribunal. Loved the look of it.
  18. Also, because Ben himself says that: "It's your sister he was referring to."
  19. Yep... what can I say? May the Furs be with you
  20. I only toyed with it a bit, but yeah. The walls and their angles, as well as the deformed texture on them.
  21. That's an idea... but the way I see it some maps have too weird angles to replicate with detailed structures, even using the layout as a base. Not to mention the devastating mess it would make with angled, rotated walls and the textures applied on them. I played around a bit with "angled sections" such as the Kanals in Level 4, and the Imperial Ring around the Barons Hed Government Center, and... well, this was my reaction when dealing with them: So ultimately I prefer coming up with a new and good design, for two reasons: - It's far less frustrating to work with - It allows for more fidelty to the cinematic cutscenes, which will help improve immersion and visuals; check out the differences between the original Katarn Homestead and the cutscene version, or even the Workshop.
  22. Learning the tools is a good idea, in principle. But I suggest practicing a lot so to be able to churn out good-looking maps with a good design. I totally dislike the idea of porting the old levels, with their weird and low-quality geometries. Heck, it's Jedi Knight we're talking about, it should be treated like a Holy Relic in this regard. Also... a sneak peak of the stuff I did so far with the (sleeping) DF2 Mod: https://s31.postimg.org/bw3i5uvuz/shot0341.jpg http://s1.postimg.org/5exulq673/shot0701.jpg http://s21.postimg.org/fjuux0t7r/shot0969.jpg
  23. Take a look at the tutorial section: https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/ Creating it from scratch, it should follow more or less the same principles.
×
×
  • Create New...