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Vegeta

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Everything posted by Vegeta

  1. I actually use very similar methods to make background features and skies as were used in Halo Reach and Halo 4. I never actually use simple 6-image "skybox shaders", so my skies and backgrounds come out looking MUCH more realistic than the ones originally used in Jedi Academy. Honestly, I can do anything for the sky and background, so if you provide pictures of how it should look, I can create it.
  2. Wow, that seems a bit more upside down than the version showed in Revenge of the Sith. I'd still be able to make a map of it though. My recent maps are relatively high quality, but I never release them to the public, although if I do make a Neimoidia map, I will release it
  3. @@MoonDog I got the models, and looked at the vehicle tutorials on the forums, but I stil don't understand how to get the "skeleton" or tags working. I didn't want it to have any animations, so I exported an animation.cfg containing only a root animation, but I couldn't export the .glm or .gla because I couldn't make a skeleton or add muzzle or exhaust tags. If you know how to do any of this, assistance would be greatly appreciated.
  4. I planned on making the cities as shown for a brief moment in Revenge of the Sith.
  5. I've been looking for a fighter jet model recently (more specificly an F-22 Raptor, or anything similar), and haven't been able to find one. Is there a jet model for JKA that anyone knows of? If not, would anyone be willing to make one? I would prefer that it is rigged to work as a vehicle (it doesn't need to have animations). If anyone is willing to make the model, I can make textures, and the .npc and .veh files for it.
  6. @redhood761 I actually considered making a Neimoidia map a few times before, so if you want, I can make one.
  7. @@AshuraDX Do you know when you may be able to resume progress on that skiff? It seemed to be coming along quite well a couple weeks ago.
  8. @@AshuraDX Any new progress yet?
  9. Wow, it's looking really good so far, especially for not quite being complete yet. This level of detail is rather impressive actually.
  10. Oh, I see. After closer examination of multiple other images of the skiff, I noticed that squarish back in them too. I also found this. The textures used on this one seem pretty good for reference.
  11. Nice! It's looking really good now, and definitely has a much higher level of detail than the Star Wars Battlefront version. The lower back end of it seems to be a bit too square, just in my opinion though.
  12. Do you mean the automatic turrets, or the player accessible ones?
  13. There are so many special functions that can be added to Jedi Academy vehicles that most people don't really know about. You can definitely add passengers, and auto-turrets, but I'm not sure if the player accessible ones work. I personally have never tried adding them, but I have got auto-turrets and passengers working... Also, you can use the "astromech droid" function to add humanoid NPCs. @@AshuraDX You could probably add some astromech droid tags, like in the Arc-170, V-wing, X-wing, etc, where the turret operators would be standing, and then make the turrets into auto-turrets, like in the Y-wing or Millennium Falcon.
  14. Oh! that looks nice so far! Keep up the good work
  15. You can have multiple people in a vehicle at once, but I'm pretty sure they can only be passengers... It would be nice if someone could edit the source code to have vehicles function a more like those in Star Wars Battlefront or Halo.
  16. I got an idea for an awesome vehicle, but lack the modeling skills needed to create it... Anyways, it's just the sand skiff featured in Star Wars Battlefront. I understand that it may be extremely difficult to get the vehicle working in game, but I can deal with that if anyone is willing to make the model for it. They may have to work the same way that the hoverboard mod did, by overwriting the swoop bike sitting animation with a standing one. Anyways, below is a link to the hoverboard mod for those who haven't seen it yet, and some images of the Star Wars Battlefront sand skiff. http://jediknight3.filefront.com/file/Hoverboard;76010
  17. Does anyone know why my E-Web shot effect does not appear, while the impact and muzzle flash effects do?
  18. Oh, thanks, Pakscape doesn't have a search option so I couldn't find it as easily as you could. What software do you use for .pk3s?
  19. I wanted to make a new model to overwrite the E-Web, but I can't find the E-Web's model... Does anyone know what it is named, and where it is located?
  20. I want to make a reflective glass shader, that has no transparency whatsoever, but not quite like a mirror. Like this... If anyone knows how to do this, let me know.
  21. @@Szico VII Thanks for the help I'll probably try to make similar terrain in easygen now, which is surprisingly more difficult than making patch terrain :/
  22. Does anyone else want the link? Again, anyone's support is greatly appreciated.
  23. I tried this, many times. If I just convert it into an ase, then it is an empty model, containing no data, and if I convert it to ase using patchmeta, the compiler gets stuck when it has to actually perform the patchmeta functions. I'm usually patient with map compiling, but I left the compiler running over night, and it still only had 0..., at the part that usually goes like 0... 1... 2... 3... 4... 5... 6... 7... 8... 9... Perhaps it's because my RAM is too low to compile that section in a reasonable amount of time. If anyone wants to take a look at the map, I uploaded it to dropbox so just send me a message and I'll give you the link.
  24. Actually, I thought that I left patch shadows off during the last compilation, but in case I'm wrong, I'll attempt another compilation without the lomem switch or patch shadows. Okay, I compiled the map again with both the lomem switch and patch shadows off, and I got the same error ************ ERROR ************safe_malloc failed on allocation of 80740352 bytes The only difference is that the amount of bytes was a lot less this time. Original- 588,251,136Previous- 80,740,352
  25. I open up Jedi Academy, open the console, type /devmap "mapname", then it just says that it's loading the .bsp. I left it loading for a full hour one time, and it still hadn't made any progress, so to answer your question, nothing happens @@MoonDog I'll upload the map as soon as possible so that you can look at it. Should I include the .pk3 containing all of the textures I made for it as well?
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