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Ramikad

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Everything posted by Ramikad

  1. Here are all the original tracks used in the game, ready to be used in Jedi Academy: http://en.file-upload.net/download-9586413/DF2_Music.pk3.html Now it's just a matter of correctly assigning all the musics to specific levels. It's relatively safe to assume that: df2_track7 - Level 7 - Yun - The Dark Youth df2_track18 - Level 21 - Jerec - The Force Within / Jerec - Battle for Power Edit: I checked out one of the "music fixes" for DF2, and it appears that this specific mod uses some sort of playlists, a combination of two or three tracks for each level, except for the duel levels. Apparently, going by that music fix: 01narshadda - df2_track1 + df2_track2 02narshadda - df2_track2 + df2_track1 03katarn - df2_track3 + df2_track4 03escapehouse - df2_track4 + df2_track3 06abarons - df2_track5 + df2_track6 06bbarons - df2_track5 + df2_track6 07yun - df2_track7 08escape88 - df2_track6 + df2_track5 09fuelstation - df2_track8 + df2_track9 + df2_track10 10cargo - df2_track9 + df2_track10 + df2_track8 11gorc - df2_track11 12escape - df2_track10 + df2_track8 + df2_track9 14tower - df2_track11 + df2_track12 + df2_track13 15maw - df2_track14 16aescapeship - df2_track15 16bescapeship - df2_track15 17asarris - df2_track16 17bsarris - df2_track16 18ascend - df2_track12 + df2_track13 + df2_track11 19a - df2_track13 + df2_track11 19b - df2_track13 + df2_track11 20aboc - df2_track17 20bboc - df2_track17 21ajerec - df2_track18 21bjerec - df2_track18
  2. Ramikad

    Menu

    I prefer Darth Phae's version, background and font. Imo it would be nice to have both 16:9 and 4:3 (I have an old 4:3 screen, and I'm probably not the only one)...
  3. Yes, they fight until the cutscene that shows Kyle (who seems to be gaining the upper hand on Jaden) being hit by a blast of the Scepter that Jaden Force-pulled, then trapped by some rocks caused by another blast of the Scepter.
  4. And aside from not being in development, building the fuel conduits is quite a nightmare. The rest, not so much. Patches make it all a slight bit easier, but just a slight bit. The original devs sure had fun with frightening geometries, as the fuel conduits of level 9 and the barracks of level 6 around the Government Center demonstrate. Not to mention (*gosh*) The Falling Ship.
  5. There was a demo for the original DF2, it appears that the level used was Level 9 - Fuel Station Launch.
  6. Hmm, there was this one on ModDB: http://www.moddb.com/mods/iron-man-ultimate-mod but it appears to be dead.
  7. Seen that video, and although the detailing is excellent, it's far too different from what's shown in the live-action cutscene. It's really high quality work though, and I like the idea of the training wall. (End of my little OT )
  8. Agree with DT and Mini. Also, the Dianoga doesn't appear in the game, though it appears in Mysteries of the Sith. The three-tentacled beast is called Water Cyc (and about this beast, it would be nice if someone coded in a new CLASS_WATERCYC that has a poisonous attack, so to match the beast's description in the manual).
  9. I'm not really sure that an .ase can be used with a func_door, func_train or anything different than a misc_model/misc_model_static. At least in my tests it didn't work, it only accepted .md3 models. Perhaps they can be moved freely with scripts, but I never really tested it.
  10. Good idea. I'd say to add the creatures too, Mailoc, Kell Dragon, Drugon and Water Cyc. Rahn... I've seen a model out there, but I'm not sure how he'd fit in. Perhaps a G-man like appearance in level 20-21 as a Force Ghost, overseeing the duel? Model manpower aside, the Dark Jedi could use a slight remodel... Jerec absolutely needs his evil boss-like face and expression. Also, it's Gorc*
  11. Or you can use a .map to .ase converter, http://jkhub.org/files/file/950-map-to-ase-converter-utility/
  12. Actually you can see part of the right side of the gun if you lean in first person, but it's not something really used often.
  13. As far as I know it doesn't replace everything, just the effects made by that one specific saber. Attacking with /saber kyle still plays the base lightsaber effects, while /saber axe would play the blood effects.
  14. Exactly, in the specific: g2MarksShader g2WeaponMarkShader for the marks, and blockEffect hitPersonEffect hitOtherEffect for the blood spurting effect.
  15. The thing that bugs me most of the base AT-ST animations is that in comparison to the movies (and to a certain extent to those in DF2) it seems to stand way too vertically. The static AT-ST model used on Artus in JK2, for example (models/map_objects/imp_detention/atst.md3) has a much better stance, much more like that in the movie, that is, the upper part of the legs is much more horizontal, and the lower part is a bit more oblique. Just my two cents.
  16. Hopefully not, after all Episode VII is set 20 years after Jedi Academy, so in my opinion there's a safe timespan.
  17. system/skip should be used on every areaportal and hintportal, I think. 5 surfaces out of 6 of a basic brush with system/skip and the 6th either system/areaportal or system/hint. But I may be mistaken. Also, this may help you with hint portals: http://map-forge.net/wiki/doku.php?id=tutorials:hintportals_data:hintportals1
  18. The real question is why they allowed that much space to be used in 1.3 and 1.4 and restricted it in 1.5... Anyway, I've read that the "node with unbound volume" can be caused by infinitely large brushes, and those very large brushes on the lower left corner of the image you posted seem "suspect" to me. At the very worst, if everything else fails you can try to put directly a misc_bsp entity, and set "bspmodel" to the name of the map you tried to import. Basically it puts the finished map into another map, saving any possible import problem, at the cost of not being able to modify them together. Then find out where the teleporters should go, with a little help with /viewpos.
  19. I've noticed that Radiant 1.5 brutally cuts EVERYTHING that goes beyond +32768 / -32768. Perhaps that has something to do with your problem. Generally, for wider maps Radiant 1.3 is more tolerant, it allows up to ~ +65536 -65536, perhaps just a little bit less. I don't know exactly how you did it, but if you imported the map (thus breaking the 1.5 size limit), saved it and opened with 1.3 I can see how it remains "cut". Have you tried to import it entirely with 1.3 avoiding the newer version?
  20. I mean the physical size of the map in Radiant units; how wide it is. See those numbers around the "global" grid that on min zoom shows 0, 16384, 32768, 49152, 65536? Also, the "halved station" and the missing parts, you notice them in Radiant or in-game?
  21. What version of the Radiant are you using, and how large is the map?
  22. "Familiar, yes?" I believe they can be used with the various "spawnscript", "usescript", "awakescript", "angerscript", "attackscript", "victoryscript", "lostenemyscript", "painscript", "fleescript", "delayedscript", "blockedscript", "ffirescript", "ffdeathscript", "mindtrickscript", or perhaps a selection of these. Haven't really tested them, but as the description says, they're used to activate behaviors instead of scripts, that generally are started and executed on NPCs with these strings.
  23. Not sure about the probe thing. There are other means to get them flying, for example set their gravity to 0 via script. And sure it's not really good looking to see them exploding mid-air. I was thinking about a zero gravity <random humanoid class> with WP_MELEE for the Mailocs. The MOTS team originally had them as interrogators, it was interesting because of the poisonous attack and the floating movement, however they exploded upon death.
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