

Ramikad
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Everything posted by Ramikad
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Kejim isn't JKA I remember the mission on Corellia (t1_rail) and Byss (t3_byss), not sure about others.
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Wasn't that 32 meshes, 1000 vertices each?
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Star Wars Episode VII Discussion
Ramikad replied to Circa's topic in Star Wars Franchise Discussions
Home? Uhm. Kashyyyk? Corellia? -
The Tower of the Swallow, the italian translation came out in February. Love the Witcher series.
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How long have you been a part of the JK community?
Ramikad replied to Cerez's topic in Jedi Knight General Discussions
Mysteries of the Sith. Good memories... -
Or you can try a trick with scripts, in the specific, SET_SOLID set on false. In SP it works just fine, but I think in MP feels a bit weird. Alternatively, you can turn the brushwork into a model.
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Expanded Universe: Birth of The Rebellion
Ramikad replied to Aura's topic in WIPs, Teasers & Releases
I can remind you the good old _lightmapscale 0.125 (if you really feel suicidal about compile times). Also, the compile line that includes Bounce 8 gives better lighting. -
Players, too.
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Key values, rather than spawnflags. They can apply to many entities.
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_cs 1 and _rs 1
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I prefer to keep it DF2-styled. You'd say things change after 4000 years.
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SET_FORCE_INVINCIBLE makes the NPC invulnerable, I think; SET_NO_FORCE makes the NPC immune to Force Powers.
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There's a script command that makes any NPC immune to Force Powers. //(BHVD) set ( /*@SET_TYPES*/ "SET_NO_FORCE", /*@BOOL_TYPES*/ "true" ); NPC will not be affected by Force Powers.
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What does your GtkRadiant look like?
Ramikad replied to Beyond Heretic's topic in General Modding Discussions
It was more of a rhetorical question, but yeah... that view is just confusing to me. Zig Zag's view is the one I'm referring to as the one I can't just help but find very intuitive (although in shades of grey like yours). Probably I just prefer to have everything in a single view, as well as the chance to modify a bunch of vertexes right away, and not have to constantly switch from top, to side, to front, and then back to top. But like I said, to each his own. -
What does your GtkRadiant look like?
Ramikad replied to Beyond Heretic's topic in General Modding Discussions
How in the world is that grid view even remotely intuitive or usable? I can't get separated from my usual layout: C - Xy Yz - Xz That other view you showed feels weird and confusing to me. To each his own, I guess -
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character HUMANOID SKEL PLAYER: Kyle Katarn
Ramikad replied to Tempust85's topic in Dark Forces II Mod
Morgan was a farmer, and Kyle too, before going to the Imperial Academy. So I think their clothes are OK for what their work was. Also, in DF2 and JO Kyle was always mainly a mercenary, and having that Jedi robe would have just looked off. It simply wouldn't have been him. -
Don't forget this excellent work: http://jkhub.org/files/file/702-lurtz/ Also, apparently a long time ago a JA modification set in the world of LOTR was being developed, but was discontinued. http://www.moddb.com/mods/lord-of-the-ring-tc
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"Worse than death, because (etc... can't be bothered to remember the whole phrase)"
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Also, there are very inspiring screenshots of the original DF2mod maps: http://shamusworld.gotdns.org/df2mod/screenshots.html
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Phong shading is the way to go. Nice work, by the way! If you feel heroic, you could try and remake parts of the Sarlacc as seen in TFU. Otherwise, even a small tract of stomach, as you thought. I wouldn't suggest you to go the easy way and put a death pit.
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The timeline of DF2 is also a bit of a mistery, but there are a few hints. We can assume that the mission on Nar Shaddaa (level 1 and 2 + cutscenes) took at least one day, likely a bit less, and Jan is seen with her typical clothes. At the end of the mission Jan is still flying in her clothes, as well as the (theoretical) day after, when she informs a fully healed Kyle, after sleep, about his "blessed ship going to be in the repair bay for the next few days". Allegedly, it could mean that it took two-three days for Kyle to prepare, travel to Sulon and end his mission there. They're seen soon afterwards - and Jan was still wearing the same type of clothes. After Kyle's mission at Barons Hed and on Jerec's Sulon Star (which, once again, should take at least two days, according to the sky changes), they're in Kyle's homestead, and guess what? Still the same clothes. Kyle subsequently makes his way to Ruusan, and Jan is still seen with her clothes. After he defeats Maw, though, there's a slight change: she's not wearing her jacket anymore, and is held prisoner by the remaining Dark Jedi. She's seen with the same outfit at the end of the game. All in all only Kyle seems to have more outfits: the half-naked and bandaged "sleeping" outfit, his normal mercenary outfit, and his normal outfit + brown jacket and backpack. Overall, it seems reasonable to assume that DF2 takes place in more or less a week. (Sorry for the OT wall of text )
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Well, in her defense, Jan is always seen in her typical clothes while flying (in the cutscenes in DF2 for example). Also, the Empire didn't bother to give Leia prisoner clothes or haircut in Episode IV.
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Judging by the scale of the static models and their respective vehicles, the TIE bomber is WAY off. The TIE fighter vehicle is just slightly bigger than the static fighter: http://s16.postimg.org/i6iqds5p1/shot0975.jpg As well as the X-Wing, the difference in size is minimal, just a bit bigger: http://s16.postimg.org/muyq8yuvp/shot0977.jpg But the TIE bomber... boy: http://s16.postimg.org/qdaq5cvrp/shot0976.jpg On the left is the static model, and on the right is the vehicle, in all of the above. It may be just a theory, but perhaps they made it smaller so that two of them could fit in the canyons on Vjun?
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I absolutely loved it. The armor system had an invaluable potential, the gunfights were very exciting, and most of the credit for this goes to the first person view and animations (had to be careful for Resuru's explosive traps, though - you didn't want to piss him off). The pazaak was a nice diversion to the fights. And the saber system was in my opinion the best around: the duels had the particular vibe of the Original Trilogy, where you can literally "give in to your anger", and attack repeatedly, in such a way that reminded me of Luke's furious strikes in Episode VI. When I engaged in a duel, I didn't istinctively block myself up in a tight, impenetrable defense, but rather felt like jumping into battle, engaging the opponent. And it lived up to the promise of the developers - easy to learn, hard to master. And objectively, Coruscant was a great sight