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Ramikad

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Everything posted by Ramikad

  1. There was a demo for the original DF2, it appears that the level used was Level 9 - Fuel Station Launch.
  2. Hmm, there was this one on ModDB: http://www.moddb.com/mods/iron-man-ultimate-mod but it appears to be dead.
  3. 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 )
  4. 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).
  5. 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.
  6. 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*
  7. Or you can use a .map to .ase converter, http://jkhub.org/files/file/950-map-to-ase-converter-utility/
  8. 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.
  9. 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.
  10. Exactly, in the specific: g2MarksShader g2WeaponMarkShader for the marks, and blockEffect hitPersonEffect hitOtherEffect for the blood spurting effect.
  11. 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.
  12. Hopefully not, after all Episode VII is set 20 years after Jedi Academy, so in my opinion there's a safe timespan.
  13. 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
  14. 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.
  15. 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?
  16. 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?
  17. What version of the Radiant are you using, and how large is the map?
  18. "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.
  19. 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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