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Ramikad

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Everything posted by Ramikad

  1. Just drag the link in a new window. It works. http://s16.postimg.org/61q5an0d0/projectx.jpg
  2. 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.
  3. I can't wait to see the Sulon Star in all its glory... From the refueling system, of course
  4. 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.
  5. Or you could reuse a protocol (or actually, ANY NPC model) to place it somewhere appropriate, make it almost completely invisible (either with *off parts in the .skin or through transparent shaders), and only make the "mouth" somewhere; two skins of it, one static (for when it's silent) and one animated (when it speaks), that you can simply switch through script when speaking. Just an idea
  6. I agree. And that ignition sound screams "UNSTABLE!" to me
  7. In singleplayer, Force Pull has this description: Rank 1 - The Jedi can pull certain levers and objects in the targeting reticle; can also pull one enemy. Rank 2 - The Jedi can pull the weapon out of the hands of an enemy, providing the enemy is facing them. Rank 3 - The Jedi can pull multiple enemies and their weapons. Pfft, newbie... still stuck at Force Pull 2
  8. Looks great! But don't forget Stage 2... http://www.therpf.com/f11/screen-accurate-millennium-falcon-cockpit-cg-model-102451/index16.html Just joking about Stage 2 ofc
  9. Not sure about you, but in my tests those type of models come out with very strange lighting on them. Sometimes they display correctly, sometimes they're completely dark, sometimes they're completely lit, often at the same time... and most importantly they don't draw any "concrete" shadow on the map, which is inevitably going to look weird if the area is not properly lit or without the "hi-res shadow trick". Unless, of course, the lighting problems are caused by too many polygons.
  10. I just tested it, both without and with "Affect Player", and doesn't seem to work. At first look, the script seems ok. It's possible that SET_ORIGIN is very selective about tagging an entity; the easiest way IMO is to manually set the destination coordinates and angles. As for the angles, you want to only set the Z value (the third one), to avoid having the player stuck in very weird positions.
  11. Except that I don't see the reason why it should be a MD3 and why it should have LODs. misc_model_static and the other misc_model_xxx entities capable of supporting LODs, in my experience, don't really deal well with lighting and shadows.
  12. Pande said it right... Model is the way to go. If you turn it into an ASE, you can set a "Number of subdivisions" low enough to remove that error automatically. Be wary though, the quality is going to increase in terms of vertex and poly count.
  13. Just tick keep_prev on info_player_start.
  14. Precisely. Out of curiosity, do you know why it only works with these kind of models, and not with plain old misc_model?
  15. 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.
  16. 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.
  17. 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.
  18. Nice stuff! Do you know any more details about what they were planning for the Alderaan mission?
  19. SET_NOTARGET will do just fine. It works on everything, NPC and Player.
  20. 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.
  21. 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".
  22. 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")".
  23. 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.
  24. 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.
  25. 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.
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