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  1. Daedra's post in What is the setting in the npc file that controls view/spot distance? was marked as the answer   
    I'm not completely sure, but I believe these are what you need:
    visrange 2048
    earshot  1024
    The top one I think is for the NPC's view distance. The bottom one is for how far they can hear footsteps (like when a Stormtrooper hears footsteps walking nearby and says "Is somebody there?").
  2. Daedra's post in Permanent full body force field? was marked as the answer   
    I managed to solve this one myself. How? Easy.
    I simply added this to the shaders which handle the texture mapping.
    {         map gfx/effects/p_shield         blendFunc GL_DST_COLOR GL_ONE         rgbGen entity         tcGen environment         tcMod rotate 200         tcMod turb 0.6 0.3 0 0.6         tcMod scale 5 8 }     {         map gfx/effects/p_shield         blendFunc GL_DST_COLOR GL_ONE         rgbGen entity         tcMod rotate -600         tcMod scale 4 6     }This maps directly on top of the textures, it does not "bulge" out like the screenshot in the OP. It does animate perfectly fine.
    The code is directly from the effects.shader from assets1.pk3.

  3. Daedra's post in I need someone who is very skilled with map making. was marked as the answer   
    I appreciate that. IrocJeff is currently helping me out and it should be finished/solved soon. If anything goes wrong, I'll let you know.
    As of right now it's in progress.
  4. Daedra's post in Hi, I need some help with this .DFF objects was marked as the answer   
    Then use Blender. Here are the plugins:
    And a 3ds max plugin:
    Good luck!
  5. Daedra's post in Stubborn Audio was marked as the answer   
    I found the issue. It seems that audacity was creating a duplicate directory and putting the new audio in there, but loading from elsewhere. I fixed that now. Thanks for the help!
    Edit: Also I should point out, if it keeps reverting sample, simply copy/paste the audio into an audio file that is already at the sample rate you want and export it.
  6. Daedra's post in Sound Set error. was marked as the answer   
    Nevermind, I found the error. Turns out there was a mod which adjusted some music and sounds for various levels. Deleting this worked.
  7. Daedra's post in Help fixing the tags of saber was marked as the answer   
    Solved, got someone to help.
  8. Daedra's post in Vehicle Skinning Help was marked as the answer   
    Here is the code:
    falconvm_vehicle {     playerTeam    TEAM_NEUTRAL     enemyTeam    TEAM_NEUTRAL     class        CLASS_VEHICLE     width            300     height        60     health        5000 } Put that into a text document and save it as falconvm_vehicle.npc put it in the same folder as the regular falconvm.npc file. Make sure you add customSkin to it.
    Edit: That's good I'm glad it's resolved, and yes, a small shader should solve that.
  9. Daedra's post in shader help was marked as the answer   
    Not your fault, I just had to re-install my JKA game. There was some bug forcing the glows to no show on screen, I got it working now so I can continue debugging. Thanks
  10. Daedra's post in Blender won't let me import GLM was marked as the answer   
    Solved it myself. So this thread isn't needed anymore.
  11. Daedra's post in Problem with saber was marked as the answer   
    Like I said it is definitely the sabers. The starstrider model isn't really an issue since the model works fine anyway without the sabers at all.
    We need to check and solve the sabers.
    @@Jeff you said there are LODs on the sabers, so can you remove them?
  12. Daedra's post in NULL Shader? was marked as the answer   
    Fixed it!
    What did I do to fix it?
    I literally downloaded the JA+ Server Side Plugin Build
    I then put them in the OpenJK gamedata folder and it worked!
    Only problem now is my playermodel in-game is Kyle even though I selected Kylo Ren Model
  13. Daedra's post in Having some trouble with Saber Color was marked as the answer   
    Nevermind, it's not really important.
  14. Daedra's post in How to select a widescreen resolution was marked as the answer   
    I'm not sure but I just use a bit of code.
    Add this to "autoexec.cfg" in your Base folder, if you haven't got one, create one :
    set r_customWidth "1366"
    set r_customHeight "768"
    set r_mode "-1"
    cg_fov "97"
    Change custom width and height to the resolution you want
  15. Daedra's post in Need Some Help Finding Textures was marked as the answer   
    Nevermind, those textures are not giving a huge difference to the map at all.
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