

Ramikad
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Everything posted by Ramikad
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I'm far from being a face expert, but I think his jaw should be a bit rounder. http://img4.wikia.nocookie.net/__cb20070125180951/starwars/images/8/8f/Yun.jpg http://red6.home.insightbb.com/Aliens/Jedi/Yun.jpg http://img4.wikia.nocookie.net/__cb20090318204317/starwars/images/f/f9/Yun_Force.jpg http://img2.wikia.nocookie.net/__cb20090316105140/starwars/images/6/61/Yun%27s_Death.jpg
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Not sure how it works for JO, but my knowledge of subtitles in JA is that you simply have to reference the audio file and the text, in a file that matches the map name. Again I'm not sure if it's also valid for JO, you'll have to experiment a bit with it, but if the theory is right (and the map name is correct), you'll have to put those strings in strip/lev6.sp.
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Just type that in the console, it's a console command: cl_noprint 0. Though if you read anything in the console and it writes down a list of the previous commands, you should assume it's already set to 0. In that case, all I can think of is to check out the model path. Also, did you change anything before the NPCs stopped spawning?
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If the console doesn't show any error, make sure that cl_noprint is set to 0, and that the model path in the NPC file is correct. Also, you may want to add in the string customskin default.
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Technically I think it's hardcoded, but you can do the same with a script, setting SET_NO_FALLTODEATH on TRUE.
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http://jkhub.org/files/file/950-map-to-ase-converter-utility/
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These are good references: http://img3.wikia.nocookie.net/__cb20141108132245/disney/images/c/ca/Kanan%27s-Lightsaber-1.png http://i.ytimg.com/vi/tOiG8MGTG-g/maxresdefault.jpg https://lh6.googleusercontent.com/-NqsWHp-buTU/VCbNT8uuYuI/AAAAAAAAChg/dkk6rcETEuw/w1190-h673-no/Kanan%2Bproof%2Bof%2Bconcept%2B03.jpg https://lh5.googleusercontent.com/-S8kEVj-Ko_E/VCbNS5cNa4I/AAAAAAAAChc/eAYjtep7TYM/w1064-h673-no/Kanan%2Bproof%2Bof%2Bconcept%2B02.jpg https://lh6.googleusercontent.com/-JDY6rAU0azE/VCbNWWBCtHI/AAAAAAAAChs/RcNg1wBsB-Y/w1141-h673-no/Kanan%2Bproof%2Bof%2Bconcept%2B04.jpg
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- 38 comments
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- star wars related
- contains maps
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Sorry to cause you a premature implosion, but I found a pretty serious bug. You can go nearly anywhere climbing on top of the doors, and from there on the walls. I suggest you to put lovely system/blockplayer brushes to make an impassable invisible "ceiling" above the rooms, or you can use the same shader to smooth off the door ledges to prevent players from going on them. Sorry for the implosion again
- 38 comments
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- star wars related
- contains maps
- (and 3 more)
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If you meant that in GTK Radiant it doesn't show up, it's perfectly normal, they only show up in-game.
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Make sure you set up the model path correctly, the model key should have the full path (for example, models/map_objects/mp/crystal_green.md3).
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I'd say level 3 is at 50% completion, while I haven't started level 4 yet, just did a few concept arts and tested out some brushwork and textures. That's also because I need to complete the workshop of level 3 before doing it
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Fixing the transparent textures on some JKA models.
Ramikad replied to McGroose's topic in Jedi Knight Tech Support
Exactly; I believe you modified the feathers that appear on Tavion's head in the "possessed" version of the skin, not the default skin. You may want to check out the possessed skin, to see if it works as intended. -
You can try the Decimate Tool with blender, that will reduce the poly count.
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Ow, how could I forget all the great Force powers MOTS introduced? Force Far Sight: The Jedi meditates and exit his body, to allow him to explore unknown or dangerous areas. Higher levels cause a higher duration. Force Projection: The Jedi creates a hologram of himself that can draw the enemies' attention. Higher levels would make the hologram stay longer.
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Check this out about Force Destruction: http://jkhub.org/topic/3637-from-concussion-to-destruction-help/ Well then, I'll post an "old" power: Force Throw: The Dark Jedi picks a target and Force throws any object affected by the power at him. Higher levels would affect other enemies as well to be thrown at the target. I think that a modified Force Push could do the trick, since Force Push can already push misc_model_breakable and they are already coded to move toward a specific target, though that code is broken.
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You should put up a request for a lovely Drugon model
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Invincible NPC´S on Single Player?
Ramikad replied to invadersmustdie's topic in Jedi Knight General Discussions
If it works similarly to how Jedi Academy works, you could make a script like this with BehavEd: //(BHVD) affect ( "luke_inv", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_INVINCIBLE", "TRUE" ); set ( /*@SET_TYPES*/ "SET_NO_FALLTODEATH", "TRUE" ); } Save it as luke_inv and compile it. Put the resulting script (luke_inv.IBI) into scripts and make it a .pk3. Then, once in-game, type in console npc spawn luke luke_inv, and then runscript luke_inv. The Luke Skywalker you spawned will then be completely invincible (I think... I haven't tried with the vaporizing spinning thing). -
Scripting textures/shaders to turn off or on
Ramikad replied to IrocJeff's topic in Coding and Scripts
Simply USE flash, I think. That's how lights are turned on and off, or on and a different lightstyle. Try and see if it works. Then the various WAIT instructions to set the timing. -
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Scripting textures/shaders to turn off or on
Ramikad replied to IrocJeff's topic in Coding and Scripts
It should be possible, because you trigger the turning on and off of any light by using the light itself. You can WAIT those times, then USE it, then USE it again after another WAIT to set the timing. -
I'm fine with that. I can't imagine a new Jedi Knight game in this age to be similar (gameplay wise) to Jedi Outcast and Jedi Academy - that is, NO Force Abusing, NO lighting-fast swings, NO cutscene-like duels, NO uninspired characters. Sure, I'd welcome a better engine, but I'm not sure if that's worth the price.
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All of the above. I'd add that Areaportals can only be used in conjunction with any STRUCTURAL brush. DETAIL brushes won't work with areaportals. To make a very basic example, you want to "seal" a room with structural brushes (walls, ceiling, floor, doors), and make crates and decorative stuff detail brushes. Portals however don't stop at Areaportals: there are also Hint Portals, that can be used very well in corridors that curve (again, with structural brushes). Here's a tutorial about them: http://map-forge.net/wiki/doku.php?id=tutorials:hintportals_data:hintportals1 And last but not least, the obscure Antiportals. I haven't gotten quite far with them, but as far as I understand, they create "holes" that prevent the rendering of anything that's beyond them if you look at them straight, but they do NOT add up to .bsp space. All in all I'm not even sure you need to hide them in a structural brush, or if detail brushes work fine. My knowledge about it is limited VIS would stand for "Visibility", I guess. There are a few values that affect it: distancecull will set the max distance after which objects and brushes start disappearing. And there's blocksize or chopsize, that... I don't know what they actually do. As a final note, as Pande once mentioned, a good VIS compile leads to a better Light compile.