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Everything posted by RJA
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Version 1.0
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This is a NPC Pack of C3PO from all episodes, skins are from me. Simply put the .pk3 in gamedata/base/ In game, to spawn a neutral C3PO: npc spawn: - c3po_ep1 - c3po_ep2 - c3po_ep3 - c3po_ep4 - c3po_ep5 - c3po_ep6 - c3po_ep7 To spawn a crazy c3po who has a blaster and always follows you, type: npc spawn: - c3po_ep1_ally - c3po_ep2_ally - c3po_ep3_ally - c3po_ep4_ally - c3po_ep5_ally - c3po_ep6_ally - c3po_ep7_ally -
I think this is that transition that cause the water problem, because my night lights and day lights are in the same zone, but only turn in/out with a trigger in a hidden place. Screens in the map, of the water and the trees and plants: Here you see that the bush doesn't appear but the shadows remain. SHADER OF WATER_3: textures/common/water_3{qer_editorimage textures/common/water_1qer_trans 0.9surfaceparm nonsolidsurfaceparm nonopaquesurfaceparm watersurfaceparm transq3map_material Waterdeformvertexes wave 100 sin 1 2.5 2 0.7 { map textures/common/water_1 blendFunc GL_ONE GL_SRC_ALPHA rgbGen const ( 0.752941 0.752941 0.752941 ) alphaGen const 0.2 tcMod turb 0.5 0.04 0 0.3 } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO } { map textures/common/stars blendFunc GL_ONE GL_ONE tcMod turb 0.4 0.04 0 0.31 }} I precise this texture works perflectly in other maps, so I really think it is because there are two differents lights in the same place. Plants and trees shaders: models/map_objects/yavin/fern{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/fern alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/plant{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/plant alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/fern3{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/fern3 alphaFunc GE128 rgbGen vertex } { map models/map_objects/yavin/fern3_spec blendFunc GL_SRC_ALPHA GL_ONE detail alphaGen lightingSpecular }} models/map_objects/yavin/grass{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/grass alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/grass_tall{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/grass_tall alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/fern2{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/fern2 alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree06b{surfaceparm transq3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree06b alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree01btga{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree01btga alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree05_vines{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree05_vines alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09b{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09b alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree08b{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree08b alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09_vines{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09_vines alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09a{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09a alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree09d{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree09d alphaFunc GE128 rgbGen vertex }} models/map_objects/yavin/tree2{q3map_nolightmapq3map_alphashadowq3map_onlyvertexlightingcull twosided { map models/map_objects/yavin/tree2 alphaFunc GE128 rgbGen vertex }} Nothing in the worldspawn informations, but I use the q3map2 compile final in GTKRadiant 1.4 to compile my map.
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Hello ! I recently compiled a large map. All is perfect excerpt two things: - Trees, grass_tall, plants and bush doesn't appear. All the leaves, at all. The trunk of the tree appear, but not the leaves (yavin plants). - Water is completly white (common/water_3). Maybe it is because the map has as specific light: there is a secret zone which transform all the day lights to night lights with a night sky. Anything I can do to have a normal water and compil with leaves ?
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- 23 comments
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- Non Star Wars Related
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That film <3
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Thanks to Asgarath, I can tell you what it will be in this one: - New Weapons. - More than 6 saber colors.
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- 23 comments
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The mysterious gate to the most strange place of every ECM... The Zone Of Trouble...
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- 23 comments
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- 23 comments
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It's okay ! This day mark the birth of the ECM Team. Thanks a lot !
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And now, three new screens, for the WIP. Kyle can now talk, and interrogate somebody if he wants... A shot from the North Plain... And a dark place...
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- 23 comments
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- 29 comments
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Really a strange thing. I think I made mistakes with upload, it was a day which JKHUB uploading platform was busy and I tried during hours and hours. I think I made a confusion between the versions. It is the nightmare of every modder. All is named by versions, but I could have taken the wrong one. What wall doesn't appear ? In the treasure ship it's strange, because it works perfectly for me. :/
- 23 comments
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Still searching... x)
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EPIC CHALLENGE MOD Epic Challenge Mod is a mod for single-player released in 2014. This mod contains approximatly 40 maps to play and a lot of new environnements and ennemies. Story And Gameplay Kyle Katarn is required to fight a sith called Darth Lawn who invaded four islands with the Reborns and Shadowtroopers of Desann who were not dead at the end of Jedi Outcast. During the journey, you will fight 7 bosses without counting Lawn and traveling around 4 islands.The gameplay is pretty simple, you begin with all powers and weapons and you can find crates all around the maps to get new items. The genre is a mix between Action, FPS, Mystery, Adventure, and Platform games. Graphics are old school, like old platform's games. Secrets The mod features a lot of secrets. Every island is composed of, without counting secrets maps, 8 maps. The fourth and eight maps are bosses maps. In the third and seventh maps (every maps before a boss, so every three normal maps), you can find 3 keys hidden in the level which lead you to secrets places. In every secrets places of the game, you will find codes. If you use them well, you will access an alternate ending with a secret Island. Download link http://jkhub.org/files/file/1978-epic-challenge-mod/
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- 23 comments
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I need help from creators here to my Epic Challenge Mod III. I am searching someone who really know well ho to create UI Menu (I know a bit but it's not sufficient, I need someone who already did it for a mod), a coder and voices acting. If you are interested, give it a try: http://jkhub.org/topic/6536-epic-challenge-mod-iii/?do=findComment&comment=95854
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I would like to know if some peoples are interested by helping me in this one. I think it can be a lot faster, because this episode is going to be a lot more complete. I search skills for: - Ui menu creations, - Coders to add some new things in the SP - Languages translators
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Well, at first, I don't want to talk about any spoil on the mod (for now), instead of the two first episodes. So, just start with the first "official" shot (btw, it's just a poor screen I made alone). Starting with basics...
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- 23 comments
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Thanks for answers, finally, after flooding the "Submit Files" button, the miracle happened !
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- 23 comments
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