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Ramikad

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Everything posted by Ramikad

  1. They're actually misc_weapon_shooter set on WP_ROCKET_LAUNCHER. And yes, they're connected to info_notnull.
  2. Not mean to derail the whole topic, but in my opinion what scared off so many players was that the first released version was riddled with bugs. The "unfinished" part did the rest.
  3. That's probably just a misc_model_breakable or func_breakable that plays that specific effect - no shooting, except for the 3 rockets at the beginning, is present on the map.
  4. Given that it modifies the effect (I think), yes, it should work in SP.
  5. In Radiant 1.5 you can tick the "solid" option, spawnflags 2.
  6. I think it's "just" a trick with gradients. Cheap but effective.
  7. Ahh... the powerful scent of the Original Trilogy...
  8. Apparently they're just used to make sure that the models follow their .ROFF path. I think it does a weird sort of calculation to know when to shoot - and again the TIE lasers start at the model_root, twin lasers in this case.
  9. Are you sure it works like that? The fx_runners seem more related to the sparks and air gusts that activate when the ship is under attack.
  10. Absolutely amazing. And just to add some more help: http://deeplyobsessed.blogspot.it/
  11. My mistake, it's not the .glm model, it's the .md3 model of the bomber. Checking out the code (the related code is in g_breakable.cpp), if the misc_model_breakable uses the TIE Fighter and TIE Bomber models it's supposed to play the correct tie explosion effect. Also, apparently it's a check on the model it uses. The TIE bomber is hardcoded to have a set of effects and to trigger the bombing run, which seems to start from the model_root, directly to the ground, a bit forward, whenever the player is in range, and to take damage by heavy weapons only.
  12. In case of the TIE Bomber it's actually hardcoded - you make a misc_model_breakable with that .glm model and it automatically drops bombs whenever the player is in range. They are deadlier as you get closer to it.
  13. Heh, before watching I was already thinking "begone, you heretic! Killing the lore after it was already betrayed and murdered!" But after watching, it made me smile
  14. None that I'm aware of. My technical knowledge is limited in this case.
  15. It may just be a wild guess, but I believe this can be one of the cases that Pande mentioned when the map file gets so saturated with lightmap info that lighting gets all fuzzy. Or something like that.
  16. This one should be of help: http://jkhub.org/topic/4905-frankensteining-with-blender/
  17. *Cough* http://jkhub.org/forum/52-unleashed-15/
  18. I think a more advanced version of the Radiant is able to fix this. Also, compiling the light stage with -lomem should help (though then compile time increases A LOT).
  19. Yep, it's also his avatar image, IIRC. Also there's this one: http://jkhub.org/topic/5227-please-help-me-with-my-science-fair/ though it's really a highpoly model.
  20. That's really nice! Brushwork for interior is absolutely fine - in any case you may want to consider to play around with lots and lots of patches to make a "rounder" and more realistic (as in not that much blocky) outside ship hull, then convert the patches to a model to optimize performance a bit.
  21. I'd suggest you to make a proper model if you can, not brushwork.
  22. I changed absolutely nothing with the textures, I used the ones you packed a few posts earlier. As for the shader, I simply copied the shader code from the base tree branches: models/map_objects/plants/elmleave01 { q3map_nolightmap q3map_alphashadow q3map_onlyvertexlighting q3map_vertexScale 0.0125 cull twosided { clampmap models/map_objects/plants/elmleave01 alphaFunc GE128 tcMod turb 1 0.01 1.0 1.0 rgbGen vertex // rgbGen lightingDiffuse } } Feel free to ignore the rgbGen lightingDiffuse, it's a fix from another experiment with misc_model_static foliage.
  23. Then something like this? http://s24.postimg.org/fbuerexxx/shot0321.jpg I don't really get what you meant with the elm leaves... THAT's the elm.md3 in the middle, its leaves working perfectly. The others (from left to right): bamboo_tall2.md3, bamboo.md3, bamboo_tall.md3, bambo_pot.md3.
  24. Work... like this? http://s1.postimg.org/gcwpebye7/shot0320.jpg
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