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mjt

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Everything posted by mjt

  1. This is the shader in players.shader models/players/kyle/kyle_torso_fade{ { map models/players/kyle/kyle_torso_fade blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA }} I can try to help you out but currently I'm a little puzzled how the game actually works with this shader. It's not referenced in the model_default.skin of kyle. I think it's the game itself that makes use of it and your stormtrooper model doesn't have the whole skin in one file but multiple ones. The torso file from kyle includes torso and arms, while this is split up for your frankentrooper... If it is hardcoded it might be an issue but I'm in no position to verify that hypothesis. Good luck though!
  2. Would it be possible to aquire a list of nearby standing enemies when you die? Make that list (maybe 3 to 5) and give a random delay and have them all taunt you uniquely, not only your killer? That'd be gread for immersion. Especially with the hilarious lines of the Stormtroopers from JK2
  3. The Galak Mech only crashes my game when I set r_lodbias to -2 -1 works fine, 0 as well. Is that an issue maybe?
  4. The camera is actually in the correct position - take a look at the folder of kyles textures. You have his skin texture with a lower resolution and alpha channel where the top of the body is set to transparent. So the model is actually shown even with the default model, you can check that with r_showtris 1 but the top part is transparent due to this skin... You need to make a transparent skin for the stormtrooper and hope that the UV mapping of the stormtrooper body actually allows for that. I'll show you an example - I used the modded kyle skin from Dark Forces I think and replaced it with the main skin texture for higher resolution and rebuild the alpha channel to stay intact for the arms: http://imgur.com/a/7z8DI
  5. A few hints in general when using a recent NVIDIA card: Set Transparency Antialiasing to Multisample only, as Supersample will wash out textures, although it works for AlphaChannels quite well. Not worth it IMO. Have you changed the shadow rendering range, or the LOD system parameters or the corpseremovaltime?
  6. I don't really remember EffectsEd all too well but isn't there a lightning effect with start and endpoint we could use to lock it's endpoint to the saber once it seeks it out? That would look bad ass! I'm really thrilled about the progress and bugfixes - a little bit of a thread highjack here though. Maybe move it back to the mods thread? I didn't see you post here before posting my bugreport. Keep up the good work!
  7. Thank you for this! At least I can look into the code and try to understand what I need to learn to get some things fixed :-)
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