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Everything posted by Boothand
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Maybe you're looking for something like Qeffects for the first thing you mentioned? For the character customization, I think the Jedi Knight Enhanced team is working on something that could be interesting, here: http://jkhub.org/topic/3966-models-and-customisation/
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YAY!!!!!!!!!!
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Some progress: https://skfb.ly/AtWO
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Yeah, I meant I'd like to see a proper presentation and introduction to your mod (maybe in another thread/forum). I didn't quite pick up the essence of it from what you mentioned. It would also probably help motivate people to help you, including myself. However, I would enjoy giving it a try, and I probably will try, again with no guarantees for the outcome. My concern remains, to some extent, that other people would do most of the work for your mod, but until I know what your mod is, I don't know if that's the case. But in any case, for anyone who'd pick up this request, some information on what role this model would have in your mod (vehicle/npc/where in the story it belongs/context) would be useful. EDIT: Wip:
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@@Circa The main thing holding me back is that I already did the shark model for him @Ëkvas, maybe if you showed a bit more of your own work, present your mod and so on, I'd feel better about giving it a try. I don't know what kind of things you're making for your own mod, but I'm guessing not too much mapping and modeling since you've requested help with both of those, and I mean, I doubt you'll be able to get others to do the main work of your mod, apart from occasional contributions. However, if more people would want to see that creature in-game, it would be valuable practice for me, with no guarantees for its safety.
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@@Circa, this is probably not the right thread, but what help do you need in modeling and mapping?
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Try to save it to your desktop, and drag and drop it into your extensions tab.
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I still get stuck on "Starting up...", although it could be specific for my laptop computer. The one I usually use is out of reach for some months. AMD ati drivers.
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While Xycaleth worked on rend2, Boothand in secrecy, having in fact stolen several recent hairs from Xycaleth's arm, worked on a cloning device which would provide an army of developers, from mere DNA extracts + breakfast cereals, every full moon.
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Why I decided to become a musician.
Boothand replied to CaptainCrazy's topic in Art, Media & Technology
It's a bit funny how Jan Hammer went from Mahavishnu to this (what you posted) . But I guess many musicians changed in the 80s. In the early 1970's, he was part of one of my all-time favorite bands, Mahavishnu Orchestra. https://www.youtube.com/watch?v=MDAJZHu1UDI As for the reason I became a musician, it was because my mother taught me a few guitar chords at the age of 11. Since then, I've reborn into musicianship several (!) times, especially after hearing Mahavishnu. -
Actually I get stuck forever in "Starting up..." with the latest rend2 (got latest OpenJK and the redistributables mentioned). But I'm not in a hurry.
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Incredible! What jchapman said! Never actually expected that a player would be able to be the shark. Anyway, not sure who we would ask who could know how to restrict it to water, and to play the bite animation. I hope you figure it out . @Ëkvas has also not made an appearance in a little while.
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Hmm, the way I remember parallax maps, they kind of separated on every face. For example when using on two brushes with slightly different angles, it would break the illusion. For example on round towers, trees etc. I imagine the same effect would make it impossible to use on characters, unless it has been fixed (not sure if it was a bug or just an unfortunate... fact)?
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I prefer the rend2 one definitely.
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Invisible parts on advanced shapes - Mapping
Boothand replied to Fire Phoenix's topic in Modding Assistance
Have you changed the grid size enough? Here's how to do it with patches. Sorry for the static noise! PS. Click space to duplicate a brush or patch. That's what I do before I rotate them. http://www.youtube.com/watch?v=jgUD8bnon_w -
Invisible parts on advanced shapes - Mapping
Boothand replied to Fire Phoenix's topic in Modding Assistance
Brush cleanup removes invalid brushes. Save before you use it, and you're totally safe though. I don't know the state of GtkRadiant 1.4 that well. In any case, I would go for a smaller number of sides, maybe 8-10. Most of the time when bugs like that appear, you should just remake the brush and see if it happens again. In some cases, I've got bugs when rotating certain brushes freely (with the Rotate tool). Once again, I'd just have to remake it and try again, and it should work. -
Invisible parts on advanced shapes - Mapping
Boothand replied to Fire Phoenix's topic in Modding Assistance
Actually, what version of GtkRadiant do you use? 1.6 tends to have a bunch of nonsense bugs, causing all kinds of faulty brushes. Does it happen every time you make the brush? Tried using the brush cleanup tool? In 1.5, making cylinders turns out well for me, as far as I can remember. -
I'll keep that in mind if I run into performance issues. I just caught myself getting obsessed with optimizing, and it was really fun. The t-junctions were a kick in the milt, but I've since come to accept them.
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Possible names: Ouch-master.Pain Provider.Sharkford.ToothpackBloodshanks.Captain Masticate.Nibbledrill.Professor Perforate.Gormandiezel.Doctor Knuckleheart. or my personal favorite... Rowdy.
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Jedi Academy Hilt creating tutorial YouTube - Broadcast
Boothand replied to Vulcan's topic in Art, Media & Technology
Peeking in now and then -
Looks great! Would be nice to see a few more seconds on next update, if it's a looping animation.
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I remember plugging in my Logitech controller, and in JK2, I could set some kind of controller mode in the controller setup. Then I could just bind the buttons I wanted to wherever. The main issue is looking around/aiming. I wasn't really able to make it dynamic. Either you turned with the setup yawspeed, or you didn't. So that completely ruled out having *proper* gameplay with it, but otherwise it worked quite well actually with some limitations.
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Looking very good! Hmm, so one of the teeth planes deforms weirdly. Has it been weighted to something strange?
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They are just the way they look - no tags or rigging done, so I guess that makes them equal in terms of game-readiness.