Ramikad
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Posts posted by Ramikad
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it shows the error msvcp140 is missing,then i downloaded this dll
You shouldn't just download that .dll, you have to download and install the Microsoft Visual C++ Redistributable - I think x86.
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Short, but very nice mod to play through. Didn't notice there were that many secrets - I only spotted the one near the boulder (and got it in a completely wrong and unorthodox way) and the one with the saber droid.
A strange bug I have is that I can't save in the first mission (yavin_temple):
Saving game "quick"... ----- CL_Shutdown ----- Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ----------------------- String dest buffer too small to hold string "You do not yet have all of the necessary components to construct a lightsaber." 80 > 64 (source addr = 7a69914, dest addr = 19a83e0
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I think that, for now, I'll stick to the first Baron's Hed level, but yes I would love to see some of your work with that level, so feel free to send it to me
I took a little break from Baron's Hed and, in the meantime, I started something else:
https://imageshack.com/i/posmCpv5p
https://imageshack.com/i/po2TMwvkp
https://imageshack.com/i/poMwlZhRp
Hopefully, this looks familiar to you
I wouldn't go with the original design, not completely at least.
My general approach with DF2 levels is to focus on what appears in the cutscenes, which only at times is more or less what appears in-game. Although it can cause a lot of headaches, especially adjusting the areas to the right size, I feel the overall result gives a better impression and creates a smoother transition between the cutscene action and the game action.
In the specific case of level 21, I would stick more to what's seen in the cutscene depicting the Core: a large circular area with rings of statues around what looks like a beam of energy emitting from the center of the room. What I'd keep from the in-game Core is only the central tower which pushes you to the top (without those side walls), perhaps slightly adapted to look more like the sculpted rock that the room seems to be carved out of, and perhaps the moving statues mechanic.
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There's a map trigger that can teleport the player when they set foot on a certain position to another part of the map. It was used extensively in Stargate themed maps to move the player to seemingly another world.
Yeah, and you can combine that with portal cameras (which basically is how mirrors in the game work - they are simply cameras pointed away from themselves) to give the illusion of a portal towards somewhere else. I think you can also make it so that rockets, thermal detonators and dead bodies can be teleported through, for better immersion of such a system. There was someone a few years ago who started coding a proper "portal" mod, which would work pretty much like in Portal, with entry and exit gates, conservation of speed and all, but I think the videos where he showcased his work are lost now.
Fun fact: working Stargates were actually a part of the older test versions of Jedi Knight Galaxies. Instead than teleporting to other areas of the map, though, they teleported you to another server entirely.
the_raven likes this -
Actually Psyk0Sith and DT85 did something about this, but I think the idea has been abandoned.
Basically DT created cloth animations for a modified _humanoid skeleton with cloth bones which was imported with the old _humanoid animations.
z3filus, General Howard, NumberWan and 2 others like this -
You could try packing the new shader file in z_<something>.pk3. Naming it alphabetically it should overwrite the original file in-game.
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JediBantha, the_raven and Smoo like this
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Are you sure you weighted them to the proper bone (since it's a headband, I guess it's cranium)? Check it out in Data -> Vertex Groups.
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Make sure you have all the faces selected (A key). If it still doesn't work, enter Edit Mode -> Mesh -> Faces -> Triangulate Faces.
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went to bed, cooled off, followed the tutorial some more but the current problem regarding trying to export it is this:
what do i do?
Exactly this:
It also need to be model made of triangles.
To fix it, select the mesh, enter Edit Mode, then press Ctrl + T, which will make all faces of that mesh triangles.
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You could use Arbaro to generate a tree or palm model, then import to Blender, create branch textures from it and create a more or less decent low poly tree around its shape.
AshuraDX likes this -
managed to figure it out with the tutorial, thanks. now i face a new problem, when trying to export the model, it says blender can't load the surface of my model and says something like vertex without UV. what's that about?
how do i go about fixing this?
Make sure the mesh is unwrapped (Edit Mode -> Mesh -> UV Unwrap... -> any of the options - Unwrap option gives the best results if you know how to use it well), and make sure that the UV map edges are split (selecting the "border" edges in the UV map, Edit Mode -> Mesh -> Edges -> Edge Split).
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You also have to add a Ghoul 2 property to the mesh: Object -> Ghoul 2 Properties -> Add G2 properties. This will allow you to define the Ghoul 2 properties of that mesh: you can name it - and that name will be the one you'll use in the .skin file to apply a texture on it - and you can apply a specific shader to it (otherwise, if you want to define it in the .skin file, you can write [nomaterial] as shader). You can also tick the mesh as Tag or Off, but being a headband you won't need to tick them off.
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What's the picture?
Generally this occurs with users who hope to post an image from Wikipedia or a similar site, and just fill in the whole image link, like this:
From which of course you'd need to remove the last part, in order to be able to post it, like this:
https://vignette.wikia.nocookie.net/starwars/images/b/b1/Kylekatarn_jasoncourt.jpg
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There's always this kind of cosmetic:
Onysfx, Circa, JediBantha and 1 other like this -
You can edit character.menu in the UI folder of assets1.pk3. It contains the code for the character selection screen. I guess you can look for examples of sliders in other .menu files and add one to character.menu so that you can manually rotate the character.
And don't worry about swearing:
JKHub is not necessarily family-friendly, and we have nothing against the use of expletives here and there. If you want to throw a stray 'fuck' into your post, go for it.
AshuraDX, RobiWanKen0bi, Rooxon and 2 others like this -
The easiest way to achieve it is to simply make a misc_model and link it directly to the func_rotating, without bothering with the model and model2 keys of the entity.
MagSul likes this -
to put it bluntly, one of the more boring games I've tried out.
At least for the intro, my sentiments exactly. Watching a starting video about it as someone who never played any game of that series, it didn't impress me positively. I almost felt like they hoped that the characters or the brand name would make up for whatever that strange thing was. I couldn't get myself to watch more of it.
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The tutorial Ashura posted works perfectly, you just have to read carefully:
Just create a brush along the wall of your choice and size it to your liking. Now go up to the textures option and load the'common' group. Select the 'mirror1' texture for the new brush and deselect.Now right-click the mouse on the wireframe view and select 'misc' then 'misc_portal_surface'. A little box will appear and should be placed in the center of the mirror brush not more than 64 units away.
I'll add that you might need to link that misc_portal_surface to a misc_portal_camera to get it working, but I'm not sure it's actually needed.
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Hm, if I had to guess I'd say it's something off with a script. I can't explain it in any other way - the player just doesn't do that kind of stuff on its own.
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Hm. I'm not sure if it's anything related, but I had something similar happen to me noclipping outside of one or two maps. For some weird, unknown and probably wrong reason, it causes this effect, the camera going crazy, and not even setviewpos 0 0 0 0 seems to be able to fix it. Maybe try noclipping around that yavin_temple map and see if it happens.
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Alas, my mic is quite rubbish
I'm not even sure my mic would work fine, or even if it works at all, but even still, I'm not really a friendly, reassuring voice - my cousin once thought I was a serial killer or something when I phoned her
the_raven likes this -
The problem with importing q3map2 .ase files is that q3map2 converts brushplanes into individual meshes. So in a worst case scenario you end up with 500 individual objects that consist of 1 to 3 triangles each. Which is a pain to work with bevause you'd either have to carefully merge surfaces and weld overlapping vertices to make the thing even slightly comfortable to edit.
In these cases what I generally do in Blender is merge everything into a single object, then use the command to automatically merge all overlapping vertices (Remove Doubles).
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How to make npc to be just in one place - nonsolid, not moving not reacting but floating ? I made small clip under it but i want to make 100% nothing under it.
If you don't need any NPC passing under it, you can use a system/blockNPC. Otherwise, you could set its Gravity to 0 through script and place it up in the air.
Langerd likes this
Macro Pics!
in Art, Media & Technology
Posted
This thread is dangerous, my nostalgia might teleport me 20 years in the past.