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Posts posted by Droidy365
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Hmm I added a sound for the loop and named it as lightning2.wav but all it did was just mute the looping sound in game.
It could be broken, it needs to be a mono track and it needs to be 4100 Htz, I think.
Not got Outcast installed?!?........ Shame on you, shaaaaaaaaaammmeee.
Lol, it's mostly because this is a fairly new PC, and I mostly mod JK3. Still, I'd love to get around to doing it some time
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I currently don't have JK2 installed at the moment, but in JK3, there's a *.wav file called "lightning2.wav" which seems to be the loop file. I'd imagine it would be something like that in JK2, I don't see why they would change that sort of thing.
AP-421 likes this -
In SWBF2, Imperial Heavy has the DLT-19, while the Imperial Specialist (Sniper) had the DLT-19X.
Maksman likes this -
Ah okay, so could anyone help me out with the coding? BTW I can't get CMake to work, so that sucks.
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Yet another bump, because it's November
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Okay, so I'm probably gonna need to see your textures. Are the file paths right? Are the dimensions correct? Is the shader done right?
I think you might actually have too much going on in that shader, too. Sometimes, when I make shaders that have too much going on, the texture and the shader just give up.
Here's a few shaders from Byss:
textures/byss/lights{{map $lightmap}{map textures/byss/lightsblendFunc GL_DST_COLOR GL_ZERO}{map textures/byss/lights_glwblendFunc GL_ONE GL_ONEglowrgbGen identity}}textures/byss/large_floor{q3map_material SolidMetal{map $lightmap}{map textures/byss/large_floorblendFunc GL_DST_COLOR GL_ZERO}{map textures/byss/env_large_floorblendFunc GL_SRC_ALPHA GL_ONEalphaGen const 0.25tcGen environment}}I believe you've attempted to combine these two into one shader, or something like that.
Try just editing the first shader for the glowy bits, don't worry about the second one, for now, anyway.
EDIT: I might actually attempt to make one for you, actually.
GPChannel likes this -
I, myself, would like to see the Last Jedi, but I can see why someone wouldn't. TFA was crap IMO, Rogue One was a little better - I actually found some parts to be quite funny (I think that's what TFA was missing, too serious, no comedy relief as well as no original plot.)
Gorc likes this -
Oh yeah, fair point. But you do see why I thought that lol.
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Damn I am REALLY looking forward to this
Noodle likes this -
You see, I'm not really sure how many NPCs are in the map. I'm pretty sure there aren't any NPCs near me. I'm testing on kor2, sometimes kor1.
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Oh ok. Do you know anyone who has, by chance?
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Bump? Maybe? IDK.
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Hey guys, I'm having a problem with Dynamic Music (as the title points out) since I made a replacement. I've made changes to the dms.dat file to get the song to play how I want it to. That's fine. The problem is that after I finish a fight, the action music takes ages to stop playing again. This is quite annoying, to say the least. The action music mp3 file is about 6 minutes long, but I don't really want to change the file unless I REALLY have to. Please help, thanks.
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Here's mine, because reasons:
Smoo likes this -
Sadly, I couldn't get my map finished in time. It's still no-where near finished, either. Oh well. In a way, that's probably for the better. It's better to have a half decent map that took a year to make than some crappy rushed map that's worse than Jar Jar's breakfast
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Gorc likes this
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Well, there's a map on Movie Battles II where you have to survive a bunch of crap from Ragnos. It's pretty fun and very unique. MBII in general works kinda like that, where it's like Counter Strike, where you die and have to wait till the end of the round. You either win by completing objectives or by killing the other team's players, but this map makes it into a survival mode. It's called um_ragnosbattle
Smoo likes this -
Okay, so I haven't made any progress with this thing whatsoever. Nothing I tried has worked... That being said, I don't know anything about scripting XD
I already have the script - it's running it when the map starts that's the problem :/
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Perfect cutoff. 10/10 - IGN
z3filus likes this -
Okay, here's my NPC so far:
dkothos{playerModel jedicustomSkin stevesaber flashlightsaberColor orangeweapon WP_SABERFP_HEAL 3FP_SABER_OFFENSE 1aggression 1aim 1evasion 5intelligence 5move 2reactions 2playerTeam TEAM_ENEMYenemyTeam TEAM_PLAYERclass CLASS_PRISONERrunSpeed 120acceleration 20movetype walksnd prisoner2sndcombat prisoner2sndextra prisoner2}It works great! Only problem I'm having now, is the script - I want it to basically use the command "runscript steve follow_player" when I start up the map. How would I do this in Radiant? Thank you very much for your help, by the way
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Hmm, he seems to be CLASS_REBORN, so it's probably hard coded... I might have to change his name to "DKothos" or something.
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Imma bump this... Sorry if I'm being annoying lol...
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Hey guys, I've recently made a mod for Manual Blocking in BaseJA using the +Block command, but I'm thinking about editing some code.
These are the things I want to do:
- Make Swinging take Force Energy
- Make Kicking take a lot of Force Energy (possibly all energy)
- Make Running gradually take Force Energy, you must walk.
- Make Blocking give you Force Energy
- If you don't have enough Force Energy, you can't swing, you must block
- If possible, I also want NPCs to block sometimes
- Maybe make g_autoblocking and +block work for Multiplayer
- If possible, maybe make it so that these things only happen if g_autoblocking is set to 0
I'm attempting to learn how to code at the moment. For now, I just want to know how to do something like this and be pointed in the right direction. Obviously, this is inspired by MBII, but it is clearly different, too. I don't even know if I have everything installed in the right place or anything, so there's probably gonna be some errors.
If it's somehow possible to just do this with a script instead of code, than that'll be even better (I honestly have no idea how to do either.)
Opera Map from revenge of the Sith
in Mod Requests & Suggestions
Posted
Reference video: