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Ramikad

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Posts posted by Ramikad

  1. I think the only possible options here, at least for singleplayer, are to do exactly as you did (spawn an NPC right above the vehicle) or copy what Raven did with t2_trip, the only map where enemies ride swoops. Not sure how they did it though. There's also a script command:

    //(BHVD)
    set ( /*@SET_TYPES*/ "SET_VEHICLE", "DEFAULT" );

    which theoretically allows you to make an NPC enter a vehicle, but I never managed to get it working.

  2. Are you sure it only works for the model? After all an icon is just another texture with its own path - wouldn't icons also be affected by a shader? I seem to remember I've seen particular effects applied to player icons, so maybe that same shader works for icons too. Nowhere in the tutorial says it doesn't affect icons: I'd give it a try.

    Maui likes this
  3. Reading around a bit, you may want to turn as many brushes as you can into detail brushes. Other possibilities would be to play around with the blocksize / chopsize values in the worldspawn, reducing them to 0 - it might make compiling VIS problematic, but since you say it's an open platform map type, there doesn't seem to be much room for culling.

  4. In theory, if you wanted the base game maps (and characters too, really) in GL2, you'd have to at least add normal maps and RMO/SG textures, according to which workflow you choose (respectively roughness / metallic / ambient occlusion, or specular / gloss). Also, modifying the original textures from diffuse to albedo (basically "flattening"  the texture to remove shadows) to work properly with the new renderer would probably make the effect better. Ultimately it's just theory though - there's no guarantee that it would look right in practice. SomaZ's experimental video of Vjun seems at least promising, though:

    https://www.youtube.com/watch?v=X28W6N8US5Y

  5. The mod you posted actually uses specular maps applied to the weapon textures to simulate bump mapping. Proper bump mapping is actually available in base Jedi Academy, but only for map textures - you can add normal maps to the textures, but from what I understand it's a good looking but static effect, and with the disadvantage that you have to compile the map with the bump map shader for it to take effect. Mace posted a tutorial about this.

    @SomaZ worked a lot on a modified Rend2 version, and posted several videos showcasing the new effects, like proper real time normal maps and shadows:

    https://www.youtube.com/watch?v=jYS4NVuiXZk

    https://www.youtube.com/watch?v=ABamsOcV4lk

    As well as water:

    https://www.youtube.com/watch?v=6JwbRBxvNn4

    Though obviously it wouldn't work on base maps without proper shaders and textures.

    The Star Wars: Warzone mod also has its own renderer which more or less automatically affects the base maps graphics, as showed in some of their screenshots.

    Circa and Smoo like this
  6. I also planned to upscale and replace most of the game texures, but Jedi Academy crashed when I tried to test it.

     

    As RAILBACK pointed out in your status update, make sure they're multiple of 2 - in this case, 2048x2048 or 4096x4096 instead than the 3072x3072 you scaled them up to. Also make sure that .jpg textures aren't saved as Progressive, and .png textures aren't saved as Interlaced; not sure about .tga files, but from what I remember they also had specific export settings that would make Jedi Academy crash. If everything is set up fine, it should work even with large textures: not sure if the max limit was 4096x4096 or 8192x8192 in base Jedi Academy, but from what I just checked (in theory) the max texture size in OpenJK (GL_MAX_TEXTURE_SIZE) is 16384.

     

    Anyway those are interesting results with the cutscenes, I'll admit.

  7. I believe @@Ramikad is correct. Distancecull should get you there. I believe there is still a hard upper limit on distancecull, though. It won't render an infinite distance, but it will certainly go much farther than the default.

     

    Many of the popular maps of yore had issues with it. Naboohills2.1 comes to mind. The entire map was a very very large open field, but the renderer still cut out just before the halfway point.

     

    If there is an upper limit, I don't think I've ever reached it - I'm fairly certain it can go up to (and probably beyond) 185000 units.

    NAB622 likes this
  8. Yeah, it's exactly how it works. In this case you just had to set the model to models/e/mw1/car01.md3, nothing else. It automatically switches to car01_d1.md3 when destroyed, and car01_u1.md3 when used, if they exist and they're in the same folder. And yes, if you want a damaged model to appear when the misc_model_breakable is killed you'll need a model_d1.md3 to go with it.

  9. Is that actually the model name? car01.md3_car01_des.md3? You only need to set the "healthy" model in the model field - it will automatically switch to <modelname>_d1.md3 once destroyed.

    I see you ticked the use_model option - but that doesn't make the model usable: you'll have to tick the player_use option for that, as well as use_not_break. That will make the model usable, it will prevent the model from being destroyed by using it, and will display <modelname>_u1.md3 when used. It will still display <modelname>_d1.md3 - the damaged model - when destroyed. All these models will be automatically displayed in the right conditions (used and destroyed), you just have to set the proper model name. If that's correct, then there may be something wrong with the model so that it can't be dynamically loaded.

    Asgarath83 likes this
  10. Make sure that there actually is a destroyed generator model (<modelname>_d1.md3), make sure that the model path is correct in the misc_model_breakable model string (models/map_objects/<folder>/<modelname>.md3), that it is solid (tick the option in the settings) and that it has a health. It works perfectly to me. I just checked out, and it is exactly the same way they did the exploding "emod" (that's what it's called) in t3_stamp, the glowing yellow tank in the right corner of the starting area, next to the mutant rancor.

  11. There isn't a vehicles.dat. It probably was a leftover developer thing. As Noodle said, you probably have something in your base folder which causes this problem. You said you removed all the vehicle you had: are you sure there isn't any other .pk3 which modifies the X-Wing vehicle file?

  12. I seem to remember that you can export a Blender mesh/object/group of objects into .map, however I think it only exports as group of patches, and I don't think it's a great idea, especially for curved/round meshes, since every triangle becomes a patch mesh in Radiant - which means the lighting of the round object will be messed up. At least from what I remember, since I really only used it once.

     

    An alternative to this would be to make the various models in Blender, export them as .md3 or .ase (or even .obj, I think they're also supported in Radiant) and then create caulk or nodraw_solid brushes around the floors, walls and ceilings.

     

    You mentioned crashes when creating new brushes though, so an extreme alternative would be to do the same as above (make and export the fancy-looking models), then make very primitive clip models for floors, ceilings and walls with nodraw_solid or caulk textures, that then you can export to Radiant and solidify (at least some Radiant versions allow to solidify models, by ticking the option for that misc_model, otherwise I think there are shader commands that do so).

     

    Just tossing out random ideas that may be of help.

    DarthValeria likes this
  13. No dismemberment, just burn marks? Ya, that better not be the case in the final game cause that would just be stupid.

     

    Apparently it is the case:

     

    The official word is that droids and creatures are fair game for having their arms and legs lopped off, but not humans. We can blame Disney and Lucasfilm for that. One of the lead designers on the game explained to me that cutting off a limb or a head is used sparingly for powerful moments in the games and films, so Lucasfilm wanted to keep those moments powerful. They may use it in a similar way in Fallen Order, during a big moment, cutscene, boss fight, or something like that, but you’re not going to be slicing off heads and arms left and right in a modern Star Wars game.

  14. Meh. Doesn't seem to be a bad game, but it's too much Rogue One for me. I guess a good unofficial name would be Rogue Zero: The Force Uncharted.

     

    And more giant bugs.... what is it with EA star wars and giant bugs?!

     

    It is a wild guess, but maybe it has something to do with the fact that the game didn't start out as a Star Wars game, and was subsequently Star Wars-ed? Maybe it's something they thought they could re-use from the original concept? Just randomly guessing.

    General Howard and NumberWan like this
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