Ramikad
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Posts posted by Ramikad
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Sometimes I have this problem with brushes that I manipulated into weird angles. Try making it detail, and see if it works. It generally helps in my case.
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As far as I know it's weapons -> weapon_blaster_pistol.
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If you're aiming for a realistic take on your mod you should probably use lifts.
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Hopefully you can ask Jeff's permission to have these and use them in your mod:
http://jkhub.org/topic/5134-jeffs-never-ending-wips/page-5
Also, the old MOTS mod team had some Rebel Troopers and Officers.
Ultimately, check out DT85's Stormtrooper model (if you plan on setting the mod post-battle of Yavin) and Hapslash's Stormtrooper (if you plan on setting the mod during the time of Episode IV). They are GREATLY improved models from the base one.
Also, maybe you have a chance at getting your hands on this beautiful model:
Kazokas likes this -
I suppose you could convert a JKA model, if you made sure to weight everything correctly to the JKO skeleton.
As for your first request, there are a few posts about frankensteining now. Even though they focus on JKA, they'll work in JKO.
Didn't importing JA models directly into JO cause monstrous aberrations, due to the absence of a few bones in the JA _humanoid skeleton that JO uses?
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And do you know how to prevent someone from not be able to jump in scripts? tried to set force jump to 0 but didnt work
You could try with SET_NO_ACROBATICS TRUE, should prevent the NPC to jump, roll or cartwheel.
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Posting them there, since they may be of help with the model and especially the face:
http://deeplyobsessed.blogspot.it/2013/01/cg-han-solo.html
http://deeplyobsessed.blogspot.it/2013/08/han-solo.html
http://deeplyobsessed.blogspot.it/2013/08/han-and-chewie.html
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Any error message? And any chance you set a spawnscript that renders it invisible?
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What ineedblood said. Though admittedly they're not that much high quality, and Han would deserve a brand new model.
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We all know, how Vader's helmet will look like in Episode VII. But this is how the helmet from Episode IV looks now in real life.
Looks extremely hazardous.
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Did you try setting a custom .skin for the new TIE?
dark_apprentice and Daedra like this -
Allright it's done, if you want a differant head let me know it won't take long to change
DL here https://www.dropbox.com/s/kws6x1ttw2sqvbl/obi1.pk3?dl=0
Huh.
...
Muunilinst mission, anyone?
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As far as I know there isn't any "real" Dark Trooper model around for JA. There was a reskin of the rocket trooper on JK3files, but not sure if it's still there.
There's also a Dark Trooper Phase 1 in the Dark Forces mod, but looks nothing like a Phase 2 or 3.
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what do you mean "if I can access the site"?
The Filefront ban.
http://jkhub.org/topic/1379-why-gamefront-jkfiles-downloads-dont-work/
The original post is gone, apparently, but you can scroll the comments, they give a pretty clear idea of what happened.
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For what i've seen editing t1_rail for my mod, the 3 rockets was fx_runner conncect to some kind of info,...
They're actually misc_weapon_shooter set on WP_ROCKET_LAUNCHER. And yes, they're connected to info_notnull.
Asgarath83 and Noodle like this -
Yeah, the one that nobody played because it never got finished.
Not mean to derail the whole topic, but in my opinion what scared off so many players was that the first released version was riddled with bugs. The "unfinished" part did the rest.
Xycaleth likes this -
Ehi Folks. check the intro icarus script script of T1_rail and the scripts of map t1_rail itself...
you remember? there are dogfighst when cargo ships shoot the train with projectile and explosion.
there is also a part when a cargo ship is upon jaden and can Dmg in with explosion and Kyle arrive with raven claw by the front side of the map blasting and destroying the cargo. also, kyle speaks "too easy!" and the raven go over.
you can use the t1_rail map as example for make shooting air battles using ship models, fxrunner, tags, triggers, and icarus
That's probably just a misc_model_breakable or func_breakable that plays that specific effect - no shooting, except for the 3 rockets at the beginning, is present on the map.
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Given that it modifies the effect (I think), yes, it should work in SP.
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In Radiant 1.5 you can tick the "solid" option, spawnflags 2.
Langerd likes this -
I think it's "just" a trick with gradients. Cheap but effective.
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Ahh... the powerful scent of the Original Trilogy...
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Until we have seen gameplay, can't really judge.
This.
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Apparently they're just used to make sure that the models follow their .ROFF path. I think it does a weird sort of calculation to know when to shoot - and again the TIE lasers start at the model_root, twin lasers in this case.
Funnies
in Jedi Knight General Discussions
Posted
This is what happens when you forget to put the new .shader in the shaderlist and randomly sprint your swoop:
http://s29.postimg.org/ndo8v4raf/shot0338.jpg
As soon as I took the screenshot, I immediately thought: "This is a shortcut! ... I think."