Ramikad
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Posts posted by Ramikad
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My mistake, it's not the .glm model, it's the .md3 model of the bomber.
Checking out the code (the related code is in g_breakable.cpp), if the misc_model_breakable uses the TIE Fighter and TIE Bomber models it's supposed to play the correct tie explosion effect. Also, apparently it's a check on the model it uses. The TIE bomber is hardcoded to have a set of effects and to trigger the bombing run, which seems to start from the model_root, directly to the ground, a bit forward, whenever the player is in range, and to take damage by heavy weapons only.
Asgarath83 likes this -
In case of the TIE Bomber it's actually hardcoded - you make a misc_model_breakable with that .glm model and it automatically drops bombs whenever the player is in range. They are deadlier as you get closer to it.
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Heh, before watching I was already thinking "begone, you heretic! Killing the lore after it was already betrayed and murdered!"
But after watching, it made me smile
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None that I'm aware of. My technical knowledge is limited in this case.
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It may just be a wild guess, but I believe this can be one of the cases that Pande mentioned when the map file gets so saturated with lightmap info that lighting gets all fuzzy.
Or something like that.
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I think a more advanced version of the Radiant is able to fix this. Also, compiling the light stage with -lomem should help (though then compile time increases A LOT).
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Yep, it's also his avatar image, IIRC. Also there's this one:
http://jkhub.org/topic/5227-please-help-me-with-my-science-fair/
though it's really a highpoly model.
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That's really nice! Brushwork for interior is absolutely fine - in any case you may want to consider to play around with lots and lots of patches to make a "rounder" and more realistic (as in not that much blocky) outside ship hull, then convert the patches to a model to optimize performance a bit.
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I'd suggest you to make a proper model if you can, not brushwork.
Aura likes this -
I changed absolutely nothing with the textures, I used the ones you packed a few posts earlier. As for the shader, I simply copied the shader code from the base tree branches:
models/map_objects/plants/elmleave01
{
q3map_nolightmap
q3map_alphashadow
q3map_onlyvertexlighting
q3map_vertexScale 0.0125
cull twosided
{
clampmap models/map_objects/plants/elmleave01
alphaFunc GE128
tcMod turb 1 0.01 1.0 1.0
rgbGen vertex
// rgbGen lightingDiffuse
}
}Feel free to ignore the rgbGen lightingDiffuse, it's a fix from another experiment with misc_model_static foliage.
Langerd likes this -
Then something like this?
http://s24.postimg.org/fbuerexxx/shot0321.jpg
I don't really get what you meant with the elm leaves... THAT's the elm.md3 in the middle, its leaves working perfectly. The others (from left to right): bamboo_tall2.md3, bamboo.md3, bamboo_tall.md3, bambo_pot.md3.
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Deformvertexes with those plants? It may be pretty heavy. In case it is, you can change the code a little like this:
models/map_objects/Plants/oakleaf
{
qer_editorimage models/map_objects/Plants/oakleaf
q3map_material GreenLeaves
q3map_nolightmap
q3map_alphashadow
cull disable
{
clampmap models/map_objects/Plants/oakleaf
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthWritetcMod turb 1 0.01 1.0 1.0
rgbGen vertex
detail
}
}That turbulence will emulate the leaves and branches moving (play around with the parameters for slower or faster turbulence), without causing as much FPS-drop as Deformvertexes likely will. Good luck!
Langerd likes this -
Rogue One will deal with the theft of the Death Star plans, and the very first mission in Dark Forces was to steal those plans from the Imperial base on Danuta.
For what it's worth, I consider the whole DF saga (up to JK2) special because, first and foremost, Kyle is Kyle. Secondly, I especially like that in DF2 and MOTS Kyle and the Dark Jedi are depicted as the Jedi were in the Original Trilogy: normal human beings, with all of their weaknesses, that are capable of using various powers, not super-sonic Force abusing kids with the characterial depth of a puddle - and that's something that was lost, partially, in the Prequels, and totally in the last games.
Also, they came first
Cerez likes this -
If they remove Kyle Katarn in any way, I'll prolly dump DF2 mod. :/
"A pity. Then you will die."
<flashes Force Destruction>
But in all seriousness, I don't care if the new canon is against this specific part of the Expanded Universe. NumberWan's signature is the way to go.
Jeff likes this -
I still think, that there is no better Inquisitor than the Dark Jedi Jerec!
You made my day.
Although this is a better portrait:
http://img3.wikia.nocookie.net/__cb20090625122824/starwars/images/3/31/JerecScreenCap.jpg
he has the right look on his face
And Echuu... His sacrifice was not in vain.
Cerez likes this -
Isn't that Death Star ridiculously big? Or is perspective just playing around (though it still looks strange)?
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Could use a LOD, since the garrison around the Palace is pretty vast.
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The real problem with flight in this game is the level size, it's just way to small to be enjoyable. You'd have to scale everything down to the size of a ammo pickup just to get a large enough map to be playable.
This, unfortunately. Still, considering the largest map size available, and shrinking down the fighters to 1/10th of their normal size (along with the speed) you could have maps 36 x 36 km wide. Not taking into account all the other limits.
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Honestly I don't really like all these tie-in to the Clone Wars.
eezstreet likes this -
Kejim isn't JKA
I remember the mission on Corellia (t1_rail) and Byss (t3_byss), not sure about others.
How can a misc_model_breakable fire a laser?
in Modding Assistance
Posted
Are you sure it works like that? The fx_runners seem more related to the sparks and air gusts that activate when the ship is under attack.