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Boothand

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Everything posted by Boothand

  1. Yeah, what I had in mind when I wrote it was being unable to save your game manually, when playing in hardcore mode. So you could either only be allowed to load checkpoints (so it would rather be g_nosavegame or something), or you'd have to start at the beginning of the map (values 0-2?)
  2. Don't know if I put this the right place, but it could be interesting with a hardcore mode/cvar that makes you die from 1 or 2 blaster shots. That kind of thing. Or a hardcore mode that disables saving your game beyond checkpoints.
  3. Do you have an overview of textures you'd like to improve or add? Since you mentioned that you mostly need help with texturing stuff. I could really use some practice and would love to try.
  4. Here are some textures I'm working on. They can be applied to a lot of stuff, especially if you're into terrain and perhaps some out of the JK-tradition textures. They are all made from pictures I've taken with my camera + very many hours of optimizing. Would appreciate feedback a lot! I have included a link to a picture of how they tile. Walls and bricks Terrain Other
  5. I'll try with the stupidtriangle, but I believe this might be more urgent...! http://www.twitch.tv/boothand/b/496259739
  6. Cool. Any multiplayer support for those cvars?
  7. It doesn't show up in the XSI viewer, currently. Where would I place it, and where in the hierarchy? I tried googling it, but didn't find anything clear. Also, the only other tag I have is the bolt_driver one.
  8. The way I understand Archangel, the exporter creates it and does that for you.
  9. @@Archangel35757 Ok, getting the same error after collapsing the UVW modifier, and Skin was always on top, and UV-ed before rigged. Now there's only Skin in the modifier. Current hierarchy (showing modifier stacks too):
  10. They have been imported into a modeling software and exported to more common formats which UDK reads. Possible they had to reweight models for animation. You can download it from their website: http://www.unrealengine.com/en/udk/
  11. Same error. I've followed this tutorial by the way http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html
  12. If you ever played JK2, Shroomduck's mappack should definitely do the trick. Some of the maps will work in JKA, although with buggy entities. http://www.youtube.com/watch?v=4IOjCo0qmf8
  13. One moose, two macaloo - all the moosalee, I think.
  14. Do you mean like this? Hierarchy: I still get the same errors: Carcass error: and:
  15. Very excited about this. Nice work. You've said before JK2:HD will contain JKG's (or similar) saber combat system, but didn't mention it here.
  16. I'm using Max 2011. I was wrong about one thing actually, the one in the hierarchy is called B:modelRoot, so there won't be a conflict in that sense. Carcass did reject my xsi file though. Should I still unparent the skeleton and mesh (and wouldn't that ruin the hierarchy)? Could it be because of the IK solvers I don't know where to place in the hierarchy? Animations got screwed up when making them children of some of those parents.
  17. But where is the map from? Doesn't look Jedi Outcast's Valley of the Jedi, unless heavily modified.
  18. I was actually working on a pine tree a while ago, but for now I'd classify it very WIP. https://dl.dropboxusercontent.com/u/58757568/pinetree1.jpg https://dl.dropboxusercontent.com/u/58757568/pintree2.jpg I'm not sure if I'll be able to have an attacking animation though. Have never seen a vehicle attack you, other than with muzzles. I don't know how many animations I need really. All directions I suppose, + same with running.
  19. @@Archangel35757 Trying to get the moose with its two current animations (idle and walk) into the game, just for motivation. Getting an XSI export error. I'm not sure what to do about the model_root node the exporter generates, when vehicles need a model_root in the hierarchy. 3DS Max crashed both when keeping that name and when changing that name. It does make an .xsi file actually, but it fails to import properly when compiled by carcass.
  20. I was expecting Tarzan all the time, until I realized... I should have been expecting George in the Jungle instead, until I realized it was a scout trooper! Looking very good. Then I got the thread title's reference just before I submitted the post.
  21. Is this for JK2 or JA? And which file did you use for the skeleton? Or actually, which tutorial did you follow?
  22. He did? How cool. I still play JK2 1.02. I would be known as Chicken Spank back in the days, but I wouldn't suspect that you'd know me, as I rarely visited american servers. I was mapping for JK2, but finishing no maps, and though they were equally silly to about a carrot, I loved it. Mapping interest got revived some time ago and decided to map for JA, partially due to JK2 map scripting limitations and due to bigger mapping scene in JA. Long term project, it seems though. I'd love to help testing and converting. As for your copy of JA, check out the last posts of this thread!
  23. Yesss! Glad to see you here. I always thought of you and ook as legends when I was younger. I think you guys in combination with Shroomduck are what inspired me to start mapping.
  24. Yes please! Let's see how this works out as a sub-forum. As for a potential such site ever being on its own - anyone, feel free to tag any possibly interested web-designers! I don't know anyone.
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