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Ramikad

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Everything posted by Ramikad

  1. I recall finding an article somewhere, reading that scientists had found a state of light that is vaguely similar to lightsabers, and its applications. I also recall the comments raging against the scientists' irresponsibility for using it to develop technologies and not lightsabers
  2. Screw retcons then
  3. This can't be, because Han activates Luke's lightsaber in Episode V despite being a non-Force user.
  4. ... or rather a "Hall of Fame" of some kind, with the statues of all "hystorical" members and possibly many more
  5. I think he meant the bulb part to be a completely different part from the texture, with a specific shader to emit light.
  6. I support this, I love the idea. Honestly I don't see many difficulties in doing this, since the hub system in JA works fine.
  7. *Cough* http://jkhub.org/topic/4728-qu-rahn-lightsaber/
  8. I think the easiest way with this one is make a simple script that triggers when the "concealed switch" is activated and eliminates the target_speaker.
  9. Giving it a second thought, there's another possibility on Yoda's last sentence of the last Jedi: Kanan dies and then Ezra abandons the Force.
  10. For what it's worth, that particular grass texture has a phong shader on it.
  11. What kind of surfaces, out of curiosity?
  12. It can actually be done in a much easier way, by making them actual lightsabers and setting g_saberPickuppableDroppedSaber to 1. Why deal with the inside part too when you can just set a cull none or cull twosided in the shader?
  13. Actually I hope this too; after all, Yoda says in Episode VI: "[...] when gone am I, the last of the Jedi, will you be." And it's interesting considering that Yoda knows about Kanan and Ezra...
  14. It's really something quality, but it could use more portals, wherever possible.
  15. Jedi Knight: Jedi Betrayal is (or rather was, at this point) a fan-made sequel to the Dark Side ending of Jedi Academy. http://www.moddb.com/mods/jedi-knight-jedi-betrayal1 http://jkhub.org/wiki/index.php/Jedi_Betrayal
  16. I believe that as long as the map name stays the same and the structure isn't changed, as it seems from those screens, it's fully compatible.
  17. As far as I remember MAX_TW_VERTS occur when your brushwork is too complex. Turning part of the geometry into models helps. Also, what is _blocksize supposed to do, anyway? Pande suggested me blocksize 0 (without that _ before it), but I never quite understood it.
  18. I think the last scene leaves little doubt about what happened: http://img2.wikia.nocookie.net/__cb20060118180141/starwars/images/e/ee/Spirits_copy1.jpg I doubt Vader survived.
  19. I second that. I had the chance to read through the plot written for JKB, and I liked it.
  20. My eyes are transmitting rainbows to my brain.
  21. Followed by head_a1|torso_g1|lower_d1 (or anything else in their place) if it supports this kind of customization.
  22. Just drag the link in a new window. It works. http://s16.postimg.org/61q5an0d0/projectx.jpg
  23. I just made a quick test, and overall it seems that it actually works pretty well as a hub: I tried going back after opening a door or killing a stormtrooper, and they remained there. And every time I spawned on the correctly targeted info_player_start entity.
  24. I can't wait to see the Sulon Star in all its glory... From the refueling system, of course
  25. It doesn't? As far as I know JA supports sort of "hub" levels; target_level_change has option "hub": HUB - Will save the current map's status and load the next map with any saved status it may have and coped with this key value: "target" - Name of spawnpoint to start at in the new map It seems to support these kind of hubs. Haven't looked through the code though, so I may be wrong.
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