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NumberWan

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Everything posted by NumberWan

  1. @@redsaurus That's a golden hint! Yes, I think I'll try that. Olgo also thought, that the problem was in the code itself. Little later: Indeed, the script command solves the problem perfectly, though you can now destroy them with a rocket launcher as well. However for the sake of gameplay it's possible to block that for the right moment.
  2. I've been trying to make several scripts and a map, when you can use a turret to destroy flying Tie Bombers in the skies (the models are misc_model_breakable and use ROFF animation to fly via scripts). The models work just fine, but the thing is that I wanted to make, so that you can destroy them via the so-called misc_panel_turret. People, who played JO, can remember this option on Nar Shaddaa, while defending the Lady Luck from thugs, while JA fans came across this on Byss in space. There is also a similar case on Vjun map. Now the thing is that the tie bombers (which work the way they do on Vjun map, where they prevent you from coming through the canyon) can't be destroyed with misc_panel_turret. But they are destroyed easily with emplaced_gun (this was made on Vjun by the way). If I put Tie_fighter.md3 instead, misc_panel_turret destroys them without problems. I made several tests, the turrets destroy other things (like breakable brushes or NPCs), so I think, that there is something about tie_bomber.md3, which prevents you from shooting them with misc_panel_turret. When putting a bomber in misc_model_breakable, a small blue flare is also visible. I tried this in different versions of GtkRadiant. All the same. So what's the difference if any in the parameters of tie_Fighter.md3 and tie_bomber.md3?
  3. For basic doors I use simple func_door. If I want to create a rotating door with complex details which move in a peculiar way - I use scripts only.
  4. @ Besides TFU2 and Episodes I-III (+EU and CW) I actually one such model created for JA. It was a vehicle there. So the model already exists for JA, it hasn't been released just yet.
  5. @ No, it was the actual Neimodian Shuttle. It seems it is called Sheathipede-class transport shuttle. I am also looking into finding the screenshot of the model in JA, and as soon as I find them, I'll post it here as well. There was a video, showing it could be used as a vehicle in game. But it hasn't been released yet.
  6. As much as I dislike TFU 2, I appraise the developers for creating the Neimodian homeworld pretty much detailed, with furniture, statues and paintings showing their culture and former glory of the Trade Federation. I saw some Neimodian models for Episode I, in a mod, I think. Also some people posted newer and better models of Rune Haako somewhere on moddb.com. I also saw a shuttle of the Trade Federation. So far, not too much material on these, unfortunately. We only have the battle droids, droidekas, some transport and several maps depicting the original Trade Federation ship from Episode I.
  7. So are there any news on the new issue? New stories?
  8. I've just learnt, that another classic ENG actor voiced a character in Star Wars game: David Robb (Robin Hood) -> Tobin in KOTOR 2.

    1. Bek

      Bek

      Did you know that Bastila's voice actor voices the female Jaden in jka?

       

    2. NumberWan

      NumberWan

      Yes, Jennifer Hale is quite famous person in voice-acting, I searched through her works, it's quite a voicing portfolio. She also voiced Clone Wars among other things.

    3. Bek

      Bek

      I think there's a video on youtube detailing all the works she has done

  9. I remember people, who were using Quark in the past. I've launched it once, but never tried to create anything there. I really like GtkRadiant. The only other editor I used for mapping is WorldCraft for Half-Life 1, but when I discovered JA modding, it was WC which I used for my first rooms, because it was so familiar at the time (the editor also creates *.map files). @@mrwonko BehavEd is a wonderful program, but it had bugs which made some people I know leave JA modding forever (!), which is sad. I can name some of the bugs, which might or might not occur on some machines. For instance, some modders were irritated by a minor glitch, which converted the lines in the whole script last opened - instead of wait <float> it would put everywhere wait <str>. I can't say anything more specific on this one, as I encountered the problem only several times and found that notepad is the best way to fix the glitched script faster. Some commands doesn't seem to be working, while they are still present in BehavEd. This is not the problem about BE, but of JA itself, but still it takes time to understand that sometimes. My unfavourite one is the 'event editor', when you use set_types <str>. A new window opens, you seek the options you need. E.g. you want to put set_solid or set_ignorepain, and then the list appears. For some reason it would then be impossible to choose, as you have only an instance to pick the one you need. Also the window itself is so broad, that you need to move it to the left to see the whole window. GtkRadiants also have some bugs, which I don't like. 1.4. is notorious enough for its troubling editing system of terrain. Or texture apply on 45 degrees brushes.
  10. I prefer to build in Gtk Radiant 1.4. It has all the quick buttons set as I prefer to work. Some functions also work just fine in it, for instance, to apply the texture from a different brush in the map, I can just click on the side of the brush easily, instead of searching for it in the list of textures. Some similar functions satisfy me in 1.4. more than in the next versions, though I acknowledge, that they might exist in newer versions, but I am simply unaware of them. But I do use Radiant 1.5. Usually for those cases, when the map is almost complete, but I need to create or fix new mountains, terrain, add some architectural stuff, which is not the same in 1.4. due to some limitations. I also prefer to compile maps in 1.5. or later, because it deals greatly with such things like blending textures in a map. It's BehavEd and some other software which is in need of renovation no doubt.
  11. This is unbelievable! such wonderful stuff ain't happening, not in this world.
  12. His appearance is not clear in the CW, at least in hologram. So we might just think, that he changed hairstyle at one point. He looks kind freaky in a vision on Korriban though.
  13. I remember this map as a bit less bright one.
  14. I am not sure, that all of the Jedi Council members have been created... I haven't seen Yaddle, the new model. Some notable members of the Jedi Order (though not being on the Council) also don't have the models. In any case Oppo Rancisis is a good addition, but I agree that it would most likely be a static object. The animation for him would be different anyways. I presume, that you want Oppo sitting in his chair in the Council, when his tail is around him (unlike when he walks). I hope someone would help here.
  15. Interestingly, none of the material would reveal the name of the Inquisitor. He is referenced everywhere only as a man serving the Empire... All other characters were known almost from the start even before we saw how they look. So I wonder, whether the name of the Inquisitor would remain unknown for some time in the series.
  16. I think, it is possible to make the underwater space around the station as well, I mean, like in KOTOR, so that you could walk through water in a underwater suite. If I were making this map for SP, I would make the water area with some space commands (this make the area without gravity and air, it can be done in GtkRadiant). Next to the doors it is possible to make an area with suits. They can be made either as a transport (for now Galak Mech can be used for a new NPC vehicle), which can then move through water. Or scripting can help. However all this is just a theory of mine, I've tried only some similar options.
  17. I think, you can put mines into the level. The enemies should only use blasters, thermal detonators and fists. Minor turrets can appear on level 2.
  18. You can make a mesh bridge, and then use clipping to rotate it (or just rotate it). Sometimes square cylinder helps as well. I am not sure, but I think I remember the place. As I was creating the map for our mod, I had this place constructed as well, but later cut off, as there was no much need for it. Clipping brushes can also work, if you meant the bridge like in this video - http://youtu.be/g2Nfsfm_A8Q?t=2m36s
  19. Actually it is possible to make so that an NPC would have a different colour in clothes and different skins every time you replay the level.
  20. Testing NPC_spawner again. Does anyone know the name of the command for behaviour? It's mentioned in the NPC preferencies as idle - 1, roam - 2, patrol - 7, etc.

    1. Onysfx

      Onysfx

      66 should be take ovah.

    2. NumberWan

      NumberWan

      That is surely a good one. =)

  21. Every game left an very good and deep impression, which I won't forget even decades later. Dark Forces was the game, which was the favourite of my brother and his friends. I watched, as he played mission after mission, but the only one I tried at the time, was the Talay Base. I still remember the houses and the burnt bodies of brown skeletons, and white troopers. When I asked, what really happened there, my brother said "Darktroopers". That's how I learnt of the EU. Later on I wouldn't play anything else, except maybe a few levels of Rebel Assault video game, which is only scarcely remembered by fans these days. Aside from different games of 1997, Dark Forces II was the one, which make me rethink my thoughts on Star Wars and influenced some aspects of my interests towards drawing and making stories. It was also the first time, when I asked a question, why won't they make a new film after Return of the Jedi. Dark Forces II was such a captivating experience, that I spent quite a lot of time just playing through the first two levels. I had action figures at the time, and I replayed the events of the game with them also. Home of Morgan Katarn and Barons Hed are the most favoutire locations for me (maybe because they takes place in sort of open space and daytime with some grass, etc). But to be frank - I enjoyed all of the levels. The Valley of the Jedi too, though the maps are pretty creepy there. But seeing white stormtroopers with red-to-yellow walls and reliefs in the background. MOTS was the game, I finished only year later, like in 2005 or so. Back in 1997 or 1998 my brother bought a bad disc with Russian unprofessional voiceover, where Ka'Pa the Hutt was called a frog by Mara Jade (instead of a slug ). Shadows of the Empire was also quite a pleasant surpize, as well as Rogue Squadron 3D. The only other game of late, which left the same feeling and the desire to replay it again and again, is KOTOR. But I've mentioned that before and often. Forgot to add: a friend of mine, who had never showed particular interest in Star Wars, really enjoyed this game. She replayed it several times, tuskens became her favourites.
  22. I still replay The Phantom Menace game, one of my favourites. Ironically, it had the graphics quite weak even by the standards of those years, yet one can recognize, that the developers put a lot into this little game. I mean, the levels on Naboo feel just the way Naboo should feel, as if you come to Venice or some European old city with beautiful architecture. The graphics limit the true potential of art of course, but yet passing through the streets, engaging battle droids, droidekas and AAT was much fun. And you can meet and talk to some citizens occasionally. Not to mention the Mos Espa mission. They've included so many characters, different thugs, tusken raiders and monsters there. A lot of various aliens, like jawas, twileks, ishi tib, ithorians, grans, rodians, including some species I can't remember the names, but they appear in the Original Trilogy, in Episode VI for instance. The levels are also pretty detailed, as you can see apartments of the citizens, different yards and walkways. At one point I found out, that the game had quite a lot of fans, and there was even a community on lucasforums, I think. One of the developers was also in touch with the fans, discussing different aspects of the game, like the characters cut away from the game, or the possibility of including Mace Windu into the missions. He even showed some never-before-seen material, well, a few pics, I think. The game also had a lot of hidden stuff both in the gameplay and in the games files, which are of interest to SW fans.
  23. Too bad SET_SCALE won't work with SP in JA. It would help making some decent stuff for mods and especially cutscenes (e.g. a hologram of a character). Thus the scale of an NPC in mod can only be set in NPC files... I remember seeing scalex, scaley, scalez, so I tried to learn some things there. To no avail. Also, I thought, the command for SP had (perhaps) some different name, like SET_SCALES or SET_MODELSCALE instead of just SET_SCALE. I also tried to see if some shaders could resolve this issue, I mean, that if the shaders can make an object move, then perhaps it could make a model larger or smaller... No result here yet. I do know how to make a little hologram otherwise, but it won't be the answer to the question how to scale an NPC in SP.
  24. The Ghost Team from SW Rebels is ready now, it seems.

  25. There was a mailoc model somewhere in the net. As for civilians - they didn't change at all in MOTS, the game has only new enemies like pirates, mercs and some other freaks. But not new young ladies =)
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