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Ramikad

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Everything posted by Ramikad

  1. 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:
  2. This is just a wild guess... but maybe it's because the head is parented to the hips?
  3. Yeah, "Conquest Mode", if memory serves me well.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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."
  9. "Die wana wanga?" Nice work as always.
  10. 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.
  11. If you're aiming for a realistic take on your mod you should probably use lifts.
  12. 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: http://jkhub.org/topic/3378-wip-look-out-for-that-tree/
  13. 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?
  14. What about manually setting the NPC as ally through a script after giving it two blaster pistols?
  15. You could try with SET_NO_ACROBATICS TRUE, should prevent the NPC to jump, roll or cartwheel.
  16. 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
  17. Any error message? And any chance you set a spawnscript that renders it invisible?
  18. -I wanted dual pistols for friendly Rex too, but the game did not allow that sadly. CLASS_BOBAFETT along with WP_BLASTER_PISTOL would give them, but I think the NPC would be an enemy. Worth experimenting though.
  19. What ineedblood said. Though admittedly they're not that much high quality, and Han would deserve a brand new model.
  20. Did you try setting a custom .skin for the new TIE?
  21. 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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