

Ramikad
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Everything posted by Ramikad
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http://jkhub.org/files/file/950-map-to-ase-converter-utility/
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With some coding, maybe, though I'm not an expert. However you can modify animevents.cfg so that an effect is played on a certain tag at a certain frame.
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How to create more visually interesting maps
Ramikad replied to Beyond Heretic's topic in Modding Assistance
All in all terrain and rocky walls are the only features you can manipulate into something decent without resorting to models. You may be interested in these tutorials: http://jkhub.org/tutorials/article/101-terrain-creation-using-easygen/ http://jkhub.org/tutorials/article/92-hand-shaped-terrain/ But for single rocks I suggest you making models, since they need more natural shapes. Creating such shapes in Radiant is not convenient, because brushes tend to misalign textures at certain angles (and it's time consuming), and patches tend to be heavy on the game when spammed all over the map. About the lighting, if you feel the map is too dark overall you may want to set a _minlight <value> in the worldspawn, which will light it up a bit. _lightmapscale 0.125 makes shadows much smoother and generally leads to a better lit map, at the cost of compile time (also since it needs to be compiled with a -bounce 8 compile to work properly) and potentially a compile error. Add the -patchshadows command at the light stage of a custom compile build to make patches project shadows. Also, another good trick is to use light shaders as opposed to light point-based entities. Check out the base shaders to see how it's done. As for the water (though unrelated to currents - but I can see how a tcMod scroll in the shader could resolve it a bit) check out Darth NormaN's Water Tutorial: http://jkhub.org/tutorials/article/62-realistic-water/ -
It itches me quite a bit that in the Hoth footage the shield generator is intact (and thus, supposedly, the planetary shield is still active), but you can still call in an orbital attack. Another thing that bothers me is the potential jetpack and shield spam... the old Battlefront didn't have them and they were just fine.
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Maybe they fixed it in Radiant 1.6, I still get it in 1.5.
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Empty brush-based entities appear when a new brush-based entity is created from a pre-existing one. You can check that out making for example a func_door, then reassign a func_door to the brush: the new door now is based on that brush, but the old one still exist, and since it's been replaced and has no more brush it will stand as an empty entity at 0,0,0 - and though I'm not sure it may cause troubles getting in-game.
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You can select everything and make it a single func_group, but make sure you track down and eliminate the "old" func_groups (they're generally at 0,0,0, and since they no longer have a brush they're based on you can only select them through the Entity List).
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As far as I know the possibility of Force Seeing anything is an entity setting of func_breakable and func_usable (and perhaps others? But the Radiant doesn't mention it). Try setting "forcevisible" to "1" after turning the marks into one of these entities.
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[Request] Original Anakin Skywalker (Episode VI)
Ramikad replied to Lancelot's topic in Mod Requests & Suggestions
A bit off-topic, but... don't forget "The Emperor Gets a Job" -
If the skin supports RGB (check out how it's done with the Trandoshan, it needs an alpha channel), then try putting this line in the NPC file: customRGBA random1
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[Request] Original Anakin Skywalker (Episode VI)
Ramikad replied to Lancelot's topic in Mod Requests & Suggestions
Makes little sense (because the turned Anakin was the dying old man in Episode VI) and is a bit disrespectful to him. The only reason for the change was to tie in with the prequels. -
Well, Dark Forces was a great Star Wars shooter featuring no lightsabers and no Force Powers
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I don't think it's possible. The only MP "cutscenes" I've ever seen are in siege_destroyer and MB2, and all of them are only played during intermission, after a victory or defeat. Jedi Knight Galaxies apparently had code for cutscenes though: http://www.moddb.com/mods/jkgalaxies/videos/npc-interactions-quests-and-dialogue-demo#imagebox http://www.moddb.com/mods/jkgalaxies/videos/jkg-cinematic-preview#imagebox
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Nobody knows. There's only one drawing showing an alleged Tusken face: http://img3.wikia.nocookie.net/__cb20090906072428/starwars/images/6/6a/Republic_62_03.jpg And (partially) in Dark Forces II: http://img1.wikia.nocookie.net/__cb20070127034910/starwars/images/c/c8/GraveTusken-JK.jpg
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Did you make sure the path is correct and the new shader is added to shaderlist.txt?
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Unlikely... unless he can get a working .skin of the model and reassign separately branches and trunk, that shader will get the whole tree to deform. Which would be good for a Halloween map, but not for a more realistic one. Notice what the texture looks like:
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This is just a wild guess... but maybe it's because the head is parented to the hips?
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Yeah, "Conquest Mode", if memory serves me well.
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I don't. At least not when you have lots of branches / leaves to apply this shader on, because deformVertexes causes heavy lag when spammed all over. If you're dealing with a lot of foliage, trees and bushes, a better solution is to use a tcMod stretch, which although doesn't look as good as deformVertexes it's surely much lighter. In the end, my suggestion is to test it: if it works fine with deformVertexes then that'll do.
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Brothers in Arms?
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Star Wars Rebels (2014) Negative Criticism Thread
Ramikad replied to Cerez's topic in Art, Media & Technology
Thinking about this, there are more similarities: Kanan's eyes are more or less the same color as Kyle's, and the VERY noticeable pauldron - they both have one on the right shoulder. -
Solid spawnflag on the MD3 mountain model - detail or structular?
Ramikad replied to Langerd's topic in Modding Assistance
Detail brushes are not used for VIS calculation. They are what they are - details. On the other hands, structural brushes tell the compiler that they can be used to wall off separate sections of the map. Also, it could be a very simple test - detail brushes seem to cause a leak error when they are in touch with the void. Then again, I'm completely drunk, so take these last words with a pinch of salt. -
Antiportal... that's something strange. It basically creates a "hole" in the VIS, but without adding to the bsp size. Works a bit strangely, but works well. The best way to use it is put inside walls, culling everything on both sides when the player is close. Caulk, is self explanatory - from the description, "A System shader designed to 'caulk' or seal a map. In-game, it is a transparent solid texture. It is best applied to all surfaces which a player will be unable to see while in-game." Not sure how it affects in the specific the various materials (acid, water, lava). Lightgrid, I didn't know about this one, but searching it up, "Lightgrid is used when you want to restrict the size of the lightgrid to certain boundaries for performance optimization. Take a space map for example, you may not need lightgrid calculations done in the void where you have no light sources anyway so you would circle a single lightgrid brush around the region that you do want lightgrid to be calculated." Rainsurf, "Surfaces with this texture on them will(should) enable that rain-splatter effect. Although Smoke says it does not work." Best way is to try it out. Weatherzone, I think works similarly to misc_weather_zone, and basically tells the game that it must calculate weather in that zone only, ignoring the rest. I think. Lightjunior, I think it only affects dynamic models, like misc_model_static, misc_model_breakable, player models, and such. But I haven't really used it that much, so I may be wrong. Terrain... the description reads "This is one of the most complex shaders, it will allow you making nice terrains with blended textures. To see how this is used, go Help > General > Terrain Manual in GtkRadiant." It's a good tutorial, I think. It also mentions a terrain entity. Also, I think I came across a terrain shader of some sort, maybe to be used with the terrain entity, but I'm not sure.
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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."