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Ramikad

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Everything posted by Ramikad

  1. 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.
  2. 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.
  3. Even more so, if you consider that the original maps are geometrically extremely outdated.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.
  4. 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
  5. I think Midgar V3 has a winged jetpack that could be used for the kitbash.
  6. 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.
  7. Salvoo has a Shrek model: https://jkhub.org/topic/4632-%C5%9B%C4%83%C4%BCv%C3%B5%C3%B6s-skins-and-kitbashes/
  8. 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.
  9. The other way around: runscript <ent targetname> <script name>
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Actually the inventory is still there, completely functioning, aside from a bug with the Light Amp Goggles. It's just never used.
  19. 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.
  20. 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.
  21. They have the Bryar Pistol, various types of E-11, a Mortar Gun, thermal detonators and mines.
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