Ramikad
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Everything posted by Ramikad
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Jedi Academy is in SERIOUS need of new vehicle mods.
Ramikad replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
Questionable. Siege Destroyer is a good dogfight map. That might be worth it, especially with a good number of players. On the other hand, Geonosis is only fit for walkers and tanks - there are Republic Gunships and Geonosian Starfighters, but they're a pain to fly through that small map. Admittedly, though, vehicle combat has its potential, given enough players and good maps. -
Jedi Academy is in SERIOUS need of new vehicle mods.
Ramikad replied to TheWhitePhoenix's topic in Mod Requests & Suggestions
MB2 had (maybe it still has) a Vehicle Map Pack, though it only contained the incredibly small (for vehicle and gunship combat) Geonosis map featured in Movie Duels 2, and Siege Destroyer. -
Evolution of Combat IV - Main Topic
Ramikad replied to MattFiler's topic in WIPs, Teasers & Releases
I wouldn't want to add fuel to the fire, but: http://www.moddb.com/forum/thread/infrigiment-report It really doesn't sound like a "mistake". -
Evolution of Combat IV - Main Topic
Ramikad replied to MattFiler's topic in WIPs, Teasers & Releases
Eezstreet mentioned it might be an older version of OpenJK dating back to summer 2013, or a bit earlier. -
Evolution of Combat IV - Main Topic
Ramikad replied to MattFiler's topic in WIPs, Teasers & Releases
Thought I might let you know that the ModDB page of EoC IV is back up. -
Evolution of Combat IV - Main Topic
Ramikad replied to MattFiler's topic in WIPs, Teasers & Releases
That's a good point about the credits. And... "mistakes"? Come on, he's been blatantly ignoring all the problems that were pointed out to him with the mod, and even tried to play the victim of all "unjustified hate". Let's face it, those can't be "mistakes". -
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Evolution of Combat IV - Main Topic
Ramikad replied to MattFiler's topic in WIPs, Teasers & Releases
It was reported some days ago on ModDB. Ufo posted a link to the report thread: http://www.moddb.com/forum/thread/infrigiment-report -
To my knowledge, only misc_model_static, and perhaps other dynamic models, like misc_model_breakable, but not sure.
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Location of melee damage tables? + Dark Forces mod updates!
Ramikad replied to Teancum's topic in Coding and Scripts
In regards to melee fight, I experimented a bit by giving the Dianoga the wampa class, so that it can grab you, much like in A New Hope, and replace the "grabbed" animation with one of the "fall" poses. But it seems to need some right hand tags to work properly. Also, not sure how the player would get unhooked, since I assume it would be pretty hard to hit it badly enough. -
You'll need to set up a deathscript for the NPC to Affect the Player: //(BHVD) affect ( "Player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "DEFAULT" ); } This in case you want to completely change the player model, or //(BHVD) affect ( "Player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_SKIN", "DEFAULT" ); } In case you simply want to change the skin (texture) of the current model. Or a mix of both, if you want to change to another model and a specific skin of that model.
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Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
From my tests, it should work. Since we're at it, normal maps work too, just for static lighting though. It would be interesting to try it with ground and rocks. http://s23.postimg.org/fpybix4jv/shot0336.jpg Left is without normal maps, right with. -
Yep. That's exactly what happens when you import a Jedi Academy model into Jedi Outcast. That's because the skeletons used to rig the characters in the two games are different, in the specific, the Jedi Outcast _humanoid skeleton has a few more bones. You'd have to re-rig the model with the Jedi Outcast skeleton to fix this.
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Now it is imperative that your next update post will start with Farnsworth's "Good news, everyone!"
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Do it. Why avoid a chance to confront on a quite serious topic? If it turns into a flame war, the moderators will lock it quickly. As for the rest, I bid you farewell, Cerez. May the Force be your guide.
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Converting a stationary vehicle into an NPC vehicle
Ramikad replied to GLTh3Pr0's topic in Modding Assistance
MD3View has an "Export to GLM (Ghoul2)" option. You could try it. Not sure how it would mess up with skeleton and stuff though. -
Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
Yep, that's a good technique too. Tried shaping and texturing some mountains in Blender, although very low poly, and putting some copies of them in a very large map just for test. Heck, I managed to get lost in that rocky mess. -
Location of melee damage tables? + Dark Forces mod updates!
Ramikad replied to Teancum's topic in Coding and Scripts
I could swear I've seen the code for a swim backward animation. But for what it's worth I doubt it's that much of a challenge to add the code for additional swimming animations. Same goes for underwater weapons, as ensiform mentioned they all work, including the lightsaber, if properly flagged. Another thing that really bothers me about water in Jedi Academy is the horrible blue tint splattered all over the screen when underwater. -
Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
Apparently those specific rocks aren't receiving any shadows, but only casting it. -
Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
_cs 1 and _rs 1, keys and values on the misc_model_static, respectively to cast shadows and receive shadows. -
Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
Additionally, there's that weird terrain entity in Radiant, which, from the description, seems to automatically generate a terrain from a heightmap from a single brush. NOVEHDMG - don't damage vehicles upon impact with this terrain Terrain entity It will stretch to the full height of the brush numPatches - integer number of patches to split the terrain brush into (default 200) terxels - integer number of terxels on a patch side (default 4) (2 <= count <= 8) seed - integer seed for random terrain generation (default 0) textureScale - float scale of texture (default 0.005) heightmap - name of heightmap data image to use, located in heightmaps/*.png. (must be PNG format) terrainDef - defines how the game textures the terrain (file is base/ext_data/rmg/*.terrain - default is grassyhills) instanceDef - defines which bsp instances appear miscentDef - defines which client models spawn on the terrain (file is base/ext_data/rmg/*.miscents) densityMap - how dense the client models are packed Never really understood how it actually works or how to get it working at all. -
Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
Exactly that. q3map_shadeAngle <angle> will create a Phong shading on the surface where the texture is applied. http://q3map2.robotrenegade.com/docs/shader_manual/q3map-global-directives.html#q3map_shadeAngle As far as I know, the only downside of this technique is that the shadows projected onto that surface don't look very precise. -
Terrain Mapping Ultrathread (For Terrain Builders)
Ramikad replied to Asgarath83's topic in Modding Assistance
Some Phong shader black magic should solve that. -
Yes, the name of the script and the path after scripts/. For example, if you have it in scripts/mymap/endlevel.IBI: Key: deathscript Value: mymap/endlevel Obviously, your scripts will need to play the cutscene, and subsequently use a target_level_change set to your next map, or alternatively the script could play the cutscene and fade to credits. Play around with script commands, to get the hang of it.