

Ramikad
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Everything posted by Ramikad
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The author seems vanished. His last activity on the forum dates back to march 2013... so it would probably be more convenient to redo it from scratch.
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Haven't been playing it for a long while, so I may be wrong, but wasn't that "client mismatch" error fixed simply deleting the jampconfig.cfg in the MBII folder?
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And to help with that: http://forums.massassi.net/vb3/showthread.php?60565-Death-Star-%28JA%29 Too bad it was never completed.
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I second this.
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There's also the possibility that this particular design might involve some lore reasons beyond the hilt guard aspect.
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I disagree. That design doesn't really seem to serve that purpose - the saber blade will just slip on that blade, until it either cuts off the main emitter or the side ones.
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I agree. And quoting for the truth, DT85... And now that EP7 stormtrooper is complete...
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- 40 comments
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- team support
- bot support
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Pretty much the same as Ping and Afinity; if anything, I'll miss a few mods and files, but frankly it didn't have enough for me to love it or miss it, especially when it all started going downhill.
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Lightsabers already work underwater, just add the line onInWater 1 in the .sab file. There's a whole lot of these lines to achieve the most various results, from playing an animation when activating the lightsaber, to restricting certain Force powers, etc.
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Use with caution, in my tests I didn't really get appreciable results.
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With all the due respect, I wouldn't call it "good looking". Admittedly, though, there weren't many more options available to achieve it.
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I think that fog.tga is only a help when mapping, it doesn't even exist in base JA but only in mapextras.pk3. About the caustic effect... I don't know. Honestly I'd rather have it "hard-mapped", with specific textures and shaders.
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Apparently we can - checked out the fog shaders: textures/fogs/fog1 { qer_editorimage textures/fogs/fog.tga qer_nocarve surfaceparm nonsolid surfaceparm nonopaque surfaceparm fog surfaceparm trans q3map_nolightmap fogparms ( 0 0 0 ) 256.0 cull twosided } The ( 0 0 0 ) indicates the RGB color, and the 256 (in this case) is the distance at which the fog turns completely opaque.
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Almost two: one for swimming and one for standing still, even though I noticed somewhere in the code that it could support a backward swim animation. I tried with a fog brush not too long ago and the effect isn't that bad. The underwater blue hue however ruins it a lot.
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Make sure the path is correct - it should be weapons2, not weapon2, also make sure the texture paths are correct.
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Yeah, also properly known as Caustic Effect.
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That water... that water...
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Raise that data rate - I doubt it's the solution to this, but it helps listing more servers and at more decent pings.
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Then I can imagine the cheat-only Level 4 effect: Black Screen Of Death.
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- 14 comments
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How to deal with this _lightmapscale issue..
Ramikad replied to Langerd's topic in Modding Assistance
Not sure if -lomem could fix it, as far as I know it's only used when dealing with memory limits. Pande might know more, I recall reading something he posted after compiling his DOTF map about it being "so saturated with lightmap info" that even the Menu was having troubles. Can't seem to find it though. -
Is a new Jedi Knight reboot possible?
Ramikad replied to BruceJohnJenner's topic in Jedi Knight General Discussions
Let it rest, then. Personally I prefer having Dark Forces and the JK series this way, holding a special place in my heart, instead of having them rebooted and butchered helplessly. -
Map is Leaking Even Though It's Only misc_models in a Skybox
Ramikad replied to DarthDementous's topic in Modding Assistance
Are you sure? I think I once had a misc_model going out in the void with no problem at all, except for shadows where it touches the void.