Jump to content

Ramikad

Members
  • Posts

    1,317
  • Joined

  • Last visited

Everything posted by Ramikad

  1. Just tick keep_prev on info_player_start.
  2. Precisely. Out of curiosity, do you know why it only works with these kind of models, and not with plain old misc_model?
  3. Huh? Every single time I did this in the past I used func_usable entities, which would work pretty much the same as trigger_xxx entities. Anyway, it's strange that it doesn't work. If you did everything correctly it should work just fine. Edit: Just tested it, and lights are triggered by both func_usable and trigger_multiple.
  4. You mean turning lights off and on? If that's the case, you can simply "use" the light entity, in the game or through scripts.
  5. Not completely sure, but I resolved this making the prisoner ignore enemies (SET_IGNOREENEMIES TRUE). I put both strings after SET_ANIM_HOLDTIME_BOTH -1.
  6. Nice stuff! Do you know any more details about what they were planning for the Alderaan mission?
  7. SET_NOTARGET will do just fine. It works on everything, NPC and Player.
  8. Sounds great, but will need some testing to see how much animated vines the exterior can support, given that it's a pretty open area with already a good amount of foliage and grass.
  9. Ultimately some Icarus scripting should suffice for a custom map. You can set up a script that kills Boba and assign it to his fleescript. Eventually you'd have to set his health a bit higher, because it won't trigger at 1 HP, but at a generic "low health".
  10. About choosing player characters, you should check out this guide: http://jkhub.org/tutorials/article/34-how-to-make-a-singleplayer-species-with-variants/ About the effects, perhaps having the name changed is the problem. Check out the .efx files for those weapons, and see if they're trying to display a certain texture/shader. Otherwise, you could check out the shader, and see if you did everything correctly. Ultimately, there are a few precautions when dealing with textures: if it's a PNG, it must NOT be "Interlaced". If it's a TGA, I'm not sure, but there may be something about the resolution (16/24/32 bits/pixel) . If it's JPG, make sure you saved it as "Baseline ("Standard")".
  11. Subtitles for all voiceovers can be activated in the game setting g_subtitles to 1. Not sure how it's done in that specific stage in Jedi Outcast, though. Also, I'm not sure why this option is not selectable in the menu, but it's there.
  12. As far as I remember, in both JK and MotS the NPC spawns as soon as the AT-ST is killed. I think the type of NPC varies, I remember an Imperial Officer spawning at least a couple of times in JK, and as you pointed out the AT-AT pilot in MotS. I may recall seeing an Imperial Commando spawning once, but I may be mistaken.
  13. Generally I move every vertex to a more appropriate position. However, if you don't want to deal with hordes of vertexes and you're using Blender, you can try a quick trick, that is using the sculpt tool to move bunch of vertexes but with less accuracy and a higher chance to come out with something not really pleasant. And that's just about it. I don't see scaling as an option, as it just destroys the original proportions.
  14. Yeah. I remember exploring them when JKG first released. Dantooine and Korriban were both very large maps, and as Varaxo said, Korriban included Dreshdae, the Sith Academy, another very strange building on the way sealed by a Vault Door, and the Valley of the Dark Lords... it was an amazing sight to see, despite heavily WIP. Dantooine featured the Enclave, many hills and grassy canyons, and several Dantooine-style houses dotting the landscape. As far as I remember these maps were removed in subsequent releases: I might recall Pande checking them out and finding out that Korriban was made of a lot of "blocks", so he might still have them.
  15. Robed Tauntaun and Rancor, though it could be too hard On second thought... Robed Raptor? I think MB2 has a Velociraptor model already rigged to a _humanoid skeleton. But I may be mistaken.
  16. You're right. I just checked, and in Level 6 there are 5 overall. One on the part of the catwalk near the large doors, just as you enter the Imperial Ring, and another 2 on the catwalk, on the left and on the right, and 2 more in the elevator area. One of them is scripted to be lifted up. Also, as the difficulty changes their HP change, I think. It took 15 thermal detonators to take one of them down at Hard difficulty level.
  17. Without knowing much in this specific case, the fastest way is to simply rename the map name to the singleplayer mission map name. At the end of the map (or campaign if that's the case) you must set up a script that brings you back to the mission select screen.
  18. In the name of Xmas and for the sake of getting drunk
  19. Can be done. As far as I remember, the AT-ST only appears in very few levels: Level 6: Into the Dark Palace - There's at least one wandering around on the catwalks, and another one (it may be 2 at higher difficulty) on an elevator that lifts it up on the catwalk. Level 13: The Lost Planet of the Jedi - As far as I remember, there's just one near the end of the level, in a completely open arena-like area. Level 18: Descent Into the Valley - The only one in the level is once again at the end, in an underground chamber, once again an open arena-like big room.
  20. http://s17.postimg.org/mwpur6ojy/Carbon_Freeze_Vane_marks.jpg I marked the places where they duel. 1 is obviously the Carbon Freezing Chamber, the first part of the duel. 2, along with the marks indicating the gray, rounded hallway with lights and the window nearby is where Vader gains the upper hand, Force Throwing crates and stuff at Luke. 3 is the hallway you mention, where Vader surprises Luke that came looking for him. And ultimately 4 is where Vader is victorious, cutting off Luke's hand. I checked the scene a few times and overall it seems a quite plausible reconstruction of the set.
  21. Dynamic lights? They look like Flares to me. You can find them in textures/flares.
  22. Apparently the destination map _lightmapscale is copied in the new brush.
  23. Nice! And in case you're interested, roaming around the internet I found this: http://1.bp.blogspot.com/_ye6wr06YobU/S4PAesr5hFI/AAAAAAAABaE/Uc5e7JQrpD8/s1600/Carbon%2BFreeze%2BVane.jpg
  24. Yeah... it almost feels to me that it's ported directly from Mysteries of the Sith. The slight FOV changes that simulate the underwater effect, the color... Would have been awesome if any type of water could have its own underwater effect code in the shader file.
  25. Do misc_model_statics support more than 1 lod? I tried with as many as 3 (plus the original) and it didn't work.
×
×
  • Create New...