Ramikad
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Everything posted by Ramikad
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Saber model - vertex limit in glm and in MD3
Ramikad replied to Langerd's topic in Modding Assistance
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. -
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.
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You should probably modify the animations.cfg in models/players/_humanoid.
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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.
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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.
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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.
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Shouldn't it be the other way around? Connecting the misc_model or misc_model_static to the func_breakable?
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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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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
- (and 3 more)
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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.