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Ramikad

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Everything posted by Ramikad

  1. Should be Setup -> Video -> Full Screen: On.
  2. Gah... no more drinking for a LONG time after last night...

    1. Show previous comments  2 more
    2. Bek

      Bek

      I'm confused lol and Asuhra's comment makes it even more confusing.

    3. Ramikad

      Ramikad

      Meh, I just made a little mess in the bathroom last night due to alcohol. Well, there's a first time for everything :D

    4. Tempust85

      Tempust85

      It's ok, we all pitch a loaf on the bathroom floor from time to time :P

  3. I second this.
  4. As far as I know the ones in JA+ are still various kata and butterfly attacks. So yeah, either use Dragon and make some new dancing animations or reuse the dance-like attack moves.
  5. I think I've seen various kata and butterfly attacks used as dance moves in the Privateer mod. http://www.moddb.com/mods/nina-series
  6. To be honest I never liked this pumped hi-tech style, I prefer the more simplicistic (but IMO more impactful) character and armor style of the movies, especially the Original Trilogy.
  7. Very cool stuff, reminds me of good old Hexen. You might draw some inspiration from it, indeed - the Warrior, for example, could use a flask filled with a green liquid as a grenade. http://vignette1.wikia.nocookie.net/doom/images/7/7b/Flechette.jpg I like the idea of the magic orb for the disruptor. About the concussion rifle, the Mage in Hexen had this beauty: http://vignette2.wikia.nocookie.net/doom/images/3/30/Mage.jpg It's actually the starting weapon, but i think it would fit nicely with the blue shooting of the concussion rifle. I also like the idea of crystals as mines. A large Amethyst, perhaps? It actually can store a strong energy About the detpacks, perhaps you could turn it into some sort of magic sign that detonates on (telepathic?) command.
  8. Personally I loved the saber system that was being developed for Jedi Knight Galaxies. It was just a beta version, with just one saber style, but felt more movie-like to me than the one in MBII. Probably the fact that you could respawn infinitely helped a lot to make it feel more active, and less focused on an impassable defense. Haven't tried the saber systems in EoC or OJP, so can't comment on them.
  9. Yep. mp/siege_destroyer. http://jkhub.org/files/file/290-siege-destroyer-map-file/ Although the Star Destroyer is nearly the correct size, you could only put a VERY limited amount of them in a single map, with the current limits. Using ALL of the available space, only 4 would fit on the X-Y axis, and 5 or 6 on the Z axis - and that would fill a lot of the space.
  10. Yes, patches have Levels of Detail, you can increase the LOD distance with r_lodscale and r_lodCurveError. r_lodbias only works on models though, and you can use it to force a specific LOD regardless of distance. This specific error is caused because the patch has a lower level of precision that might not allow to calculate the curve exactly as the others around. I think.
  11. Asgarath is right. You won't go very far into JA mapping without scripting, and scripting itself isn't hard at all when you get the hang of it.
  12. "I'm going to stop the game for a moment, so we can educate you properly on safe decision-making in the real world. Please observe this helpful instructional video." Love the Stanley Parable. And yes, I also think there are a few good model candidates for reskin.
  13. I recall Minilogoguy also having troubles with rider animations for his AT-RT. http://jkhub.org/topic/1227-rideranim-not-working/ Apparently it's hardcoded.
  14. Not sure about .md3, and I'm not aware of other commands that may be there, but you can put the bladeEffect <path after effects/> line in the .sab file. The effect will automatically be tagged on the saber tag. Now that I remember, there are other effect lines, blockEffect, hitPersonEffect, hitOtherEffect.
  15. Perhaps, but not that easily. You'll have to convert them into .md3 models, and that might be a problem, because they have a size limit. Also, base JA doesn't allow models that have more than 1000 vertex per mesh, for an absolute maximum of 32 meshes per model (if I remember correctly). And even if you were to successfully convert them, you'd have to put them into the map through Entity Modding, and adjust the scale properly. And even then, most likely the models will be fully lit, and won't be solid - perhaps they might be with the q3map_clipmodel line in the texture shader, but that's only a wild chance. In the end, it might not be worth the price.
  16. IMO it's a good idea, and perfectly doable, considering that JA supports hub maps. Also... blueprints! http://deeplyobsessed.blogspot.it/2015/08/yavin-base.html
  17. In the specific, the actual mesh name (that can then subsequently turned on and off in the .skin file) is defined under Ghoul2 Properties. So you can have all LODs named l_hand_0, l_hand_1 etc, and they all can refer to that Ghoul2 Property Name l_hand.
  18. Not sure about other modeling programs, but in Blender that _0 suffix is used to determine the level of detail. 0 is the base model, 1 is LOD1, 2 is LOD2 etc. Only for .glm models, though - .md3 models load external models (modelname_1.md3) as their LODs.
  19. Just set it up as that character's deathscript, either through another script or setting it in Radiant in the NPC entity, deathscript <scriptname>.
  20. Place a target_change_level in the map, then make a deathscript that uses the new entity.
  21. AFAIK the only way is to rotate the model.
  22. At least your cousin doesn't mistake you for a serial killer when you call her and she doesn't recognize your phone number (true story) Would like to do it, but I have no voice recording devices at all, and I don't really consider myself a great voice actor anyway
  23. That's some bowcaster.
  24. You can also try the Sculpt tool on the hair mesh, much easier, albeit not as precise.
  25. Maybe it's just me, but I think the hair should be "flattened" a bit.
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