

Ramikad
Members-
Posts
1,317 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Everything posted by Ramikad
-
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Cool! Considering her skin, how about Ailis? It's supposed to be the spanish derivative of a greek name's root for "greenery"... seems appropriate -
Improvements to FORCE GRIP (Choke)?
Ramikad replied to Darth Sion's topic in Mod Requests & Suggestions
Level 2 allows you to lift the opponents and cause damage, but they'll stay in the same place. Level 3 allows you to grab them around. -
Little Known Fact of the Day...
Ramikad replied to eezstreet's topic in Jedi Knight General Discussions
I always knew it. It's a blessing when shooting from afar I think it affects most projectile weapons, I used that with the blaster rifle and the Repeater at least, but the Flechette doesn't seem to be affected. -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
He's dead by that time. -
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Reminds me of Linus Van Pelt in shock -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
Even more so, if you consider that the original maps are geometrically extremely outdated. Only a recreation and improvement of the maps can make them justice for a mod. The only case I can find that tool useful would be to get an idea of the general size of a map, and perhaps a few structures with weird angles. -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
I seem to remember that the Crix Madine that is rescued in the mod is a simple prisoner reskin. Manpower, manpower, manpower, and perhaps it can be done -
Anyone willing to kitbash Angel wings onto a Haplash model?
Ramikad replied to AuriusPheonix's topic in Modding Assistance
I think Midgar V3 has a winged jetpack that could be used for the kitbash. -
Star Wars Episode VIII Discussion
Ramikad replied to NumberWan's topic in Star Wars Franchise Discussions
Actually, -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
LODs and caps seems a bit overkill, considering that he only appears in a bunch of cutscenes, always or almost close-up and never gets dismembered. -
Salvoo has a Shrek model: https://jkhub.org/topic/4632-%C5%9B%C4%83%C4%BCv%C3%B5%C3%B6s-skins-and-kitbashes/
-
I experimented a bit with Arbaro in the past, making tree models, exporting them, texturing them and extracting some branch textures to apply on a lower poly model, acceptable for Jedi Academy.
-
The other way around: runscript <ent targetname> <script name>
-
Episode VII Saber sounds and blades??
Ramikad replied to AP-421's topic in Mod Requests & Suggestions
A bit off-topic, but for what it's worth, logic would drop even more in that scene in general considering that the stormtrooper dumped his rifle. I mean, heck, how'd you expect a former stormtrooper who has a lightsaber in his hands since a few minutes to parry all the blaster fire? -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
It can be controlled through script though, SET_WINTER_GEAR true or false, and setting that to true just changes the skin to torso_g1 and lower_e1. -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
Personally I'd rather have a disguise of sorts only available in specific levels and at specific times. Coruscant, maybe? Another application for swapping model I gave some thought about was having the player wear a protective suit (or maybe just the helmet of the Imperial Worker on Kyle's model - frankensteins FTW) for the Robotics level, going down deep in the hazardous area where the bombs must be planted. -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
I forgot to mention that aside from changing its type to IT_HOLDABLE you also have to change its tag to INV_BACTA_CANISTER. Then binding a key to invuse or use_bacta in case invuse doesn't seem to work should work just fine. -
Who are the last two guys?
-
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
It is, you can bind a key to invnext or invprev and another to invuse. There seem to be no keys for those actions in the controls menu. -
The Force Awakens Conversion Mod for SP
Ramikad replied to GPChannel's topic in WIPs, Teasers & Releases
It's because the TIE Pilot model and the gun he was wielding made up too many polygons. And yes, using OpenJK should fix the problem. -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
It's true for the bacta, but it can be fixed changing its item type from IT_HEALTH to IT_HOLDABLE, and maybe changing its tag too, in ext_data/items.dat. -
Bespin Cloud City Vader SP Mission - WIP
Ramikad replied to Langerd's topic in WIPs, Teasers & Releases
Moreover, considering the lighting would be the same anyway, you'd find yourself having white city streets in the heart of the night, although maybe you could fix this with a shader that slowly applies an orange and then dark overlay on the textures as time passes by. And yes, it's a sapient mixture of shaders that slowly appear, run through the sky and then disappear. That map doesn't really have problems with lighting, being a dimly-lit facility with some industrial lights in it, which makes the overall lighting pretty much okay for every time of day. Even though, admittedly, the day-night cycle in that video is spectacular. -
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
Actually the inventory is still there, completely functioning, aside from a bug with the Light Amp Goggles. It's just never used. -
To me, "doing it right" would be "not doing it at all". To me it's too likely that he might be changed as a character, and considering that any change would probably go horribly wrong I'd hate to see this legend butchered.
-
**OFFICIAL** Dark Forces Mod revival topic
Ramikad replied to Teancum's topic in WIPs, Teasers & Releases
Yeah, forgot about the Concussion Rifle. But as far as I know the sequencer charges are the same in both games, as well as the thermal detonators.