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Ramikad

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Everything posted by Ramikad

  1. Well, it was a nice mystery when Zaalbar told you that the rations were eaten, though http://starwars.wikia.com/wiki/Sasha_ot_Sulem
  2. As far as I know it's ported from SWBF: Elite Squadron. Or so I have read some time ago. Wrong, "Luke Skywalker (Yavin) from Star wars the force unleashed (wii)" http://tf3dm.com/3d-model/sw-luke-skywalker-yavin-57463.html .... just before reading that OP had already posted that link
  3. Blender has a very useful Decimate tool that decreases poly (and vertex) count.
  4. Now, to get the schematics and deck plans of the Ghost...
  5. It's system/ladder, but apparently in JA they're completely broken. Unless OpenJK fixed that, a port to JA doesn't seem likely.
  6. Still needs Chopper, and we're all set and ready to go
  7. It's not a check, it's a value. LOOP - if it's a ghoul2 model, it will just loop the animation PLAYER_USE Player can use it with the use button INACTIVE must be used by a target_activate before it can be used TIE flying Tie-fighter hack, should be made more flexible so other things can use this if needed A train is a mover that moves between path_corner target points. Trains MUST HAVE AN ORIGIN BRUSH. The train spawns at the first target it is pointing at. "model2" .md3 model to also draw "modelAngles" md3 model's angles <pitch yaw roll> (in addition to any rotation on the part of the brush entity itself) "speed" default 100 "dmg" default 2 "health" default 0 "noise" looping sound to play when the train is in motion "targetname" will not start until used "target" next path corner "target3" what to use when it breaks "color" constantLight color "light" constantLight radius "linear" set to 1 and it will move linearly rather than with acceleration (default is 0) "startframe" default 0...ghoul2 animation start frame "endframe" default 0...ghoul2 animation end frame
  8. Forgot to specify, you have to set the linear 1 on the func_train, not the path_corner.
  9. You can try with linear 1 to make it move linearly, as well as setting speed manually at every path_corner if you need it to make it look better. Also check in turn_train, so that it won't move through path_corners with fixed angles.
  10. Brush count?
  11. I would have said the exhaust shaft behind him.
  12. Not sure if it works the same for JO, but in JA you can set a target_level_change to switch back to any menu. "mapname" - Name of map to change to or "+menuname" to launch a menu instead
  13. Thus, fatally attractive Apparently I'm Hera.
  14. As long as they're MD3 it should be possible, func_breakable or misc_model_breakable.
  15. Tch... Used that with a misc_model_static, and what do I get? A horribly annoying flickering on the branches. Damn shaders
  16. Yeah. Selkath, Hutts, Ithorians, Twi'lek, Wookiee, every alien. As well as that little girl on Dantooine.
  17. You can have Desann and Tavion saber styles if you set them up in the specific .sab file, with saberStyle desann. Not sure if it will work fine on a server that doesn't have the modified saber file, though.
  18. As far as I know the glm limit is also 1000 vertex per mesh, for a total of 32 max meshes in the same model. But I could be wrong.
  19. It's probably a good idea, but make sure you do not abuse of them. There's a limit of max misc_model_static (I think 1024? 2000? not sure). Also, you have a lot of structural brushes: I invite you to make a detail brush ANY brush that you don't need to calculate VIS or that doesn't touch the outside void, though you probably already know that. Last but not least, if the map is the one you showed in this image: http://wrzucaj.net/images/2015/02/26/Collider_duomo57MUW.jpg I'd suggest you to turn all those clip patches and cylinders into much more rough octagonal brushes. Patches tend to cause painful lag and create complex geometry, where so much complexity for a bunch of columns isn't really needed and is hardly noticeable.
  20. You should probably modify the animations.cfg in models/players/_humanoid.
  21. All animations in the game come from the specific .gla files of the various characters and creatures. Animations however still need the animations.cfg file to be set up correctly: it basically contains the instructions for the game on how to follow the animations. Let's take the run animation for example: BOTH_RUN1 12305 26 0 40 This is the corresponding line in the animations.cfg file in the _humanoid folder. It basically indicates that when the animation must play, the specific animations starts at frame 12305 (out of 21376 total animation frames), it keeps going for a total of 26 frames, the 0 indicates that the animation loops if left to itself, and the 40 indicates the speed at which the animation is played. If you want to set up a different animation, all you have to do is to change those values accordingly. ModView is extremely helpful for the task, as it shows any available animation on a player model as well as their respective frame values.
  22. Just checked again, you're both right. JA only has Drain, Rage (and I guess Protect and Absorb) as singleplayer powers as well, while Team Heal and Team Energize are still MP only. Which makes sense.
  23. Quoted for the truth. I might add that the "new" Force Powers were already available in JK2 MP, and only Force Energize and Force Heal Other are genuinely new.
  24. Shouldn't it be the other way around? Connecting the misc_model or misc_model_static to the func_breakable?
  25. A couple of things. r_forceSun 2 with rend2 About that second image: is it the water brush (or whatever it is) that rises, or the ship that sinks? In the first case, does the water work fine (as in, no weird void water stuff that I seem to get very often)?
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