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Langerd

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Everything posted by Langerd

  1. You are the one that was making the maps for Jedi Outcast aren't You ? Good Stuff nice work! About models.. hmm I think they should be misc_model_static (You placed misc_models right? )
  2. Well.. to be honest there is small amount of tutorials in the Tutorial section. Can someone make a tutorial about how make the Hud? D:
  3. New Stuff!!! A lot of them Made the icons for powers and sword (i mean weapons that are elements in my mod. Maybe i will change the force icons) Some Changes in the map , New candle model. Also changed a look of emplaced gun. It is a balist now that shots the rubin crystals. I changed the concussion rifle. AND ... i made a guy that will be kinda mini Boss. I try to make him rly hard to beat but also interesting and cool Enjoy! Here are Concussion Rifle : Here is the Emplaced Gun : Here are the weapon icons. I will think about them (Pls fix my grammar) And Our Mini Boss ^^:
  4. Wow! I like the cave with lava! Great work
  5. The problem is that : height This will change the height of the bounding box that controls collision detection(not hit detection) of the NPC. Default is 64 mapping units. Above 64 will be larger, below will be smaller. Default value: 64 Values: 1-999? width This will change the height of the bounding box that controls collision detection(not hit detection) of the NPC. Default is 16 mapping units. Above 16 will be larger, below will be smaller. Default values: 16 Values: 1-999? crouchheight This will change the height of the bounding box that controls collision detection(not hit detection) of the NPC, while crouching. This should be around half the value of the height value. Default is 32 mapping units. Above 32 will be larger, below will be smaller. Default values: 32 Values: 1-999? This is in the help of the npc tool program ( i dont use it) These options doesnt affect on the hit detection box only on collision.
  6. Nice OoO
  7. I have action figure of this guy! (The first one)
  8. Well ... I changed the scale in the npc file but the problem is the hitbox. It didn't change (and it acts weird). So i thought that the bouding box is the reason of this. I changed it to the higher values. And... nope. Still doesnt work. How to make npc larger (2x larger than for example desann) and let its hitbox work properly?? Can i scale it properly with script or in the model program ? (i am using Blender btw)
  9. Is there any shader that allow trip mines and detpacks exploding? (not disapearing) I came up with the great - boss idea 8)
  10. O_O Didnt saw that on the WIP forums. 5 Stars Man! Great work!
  11. Yoda - Master in massage (the game glitched when i was making screens and Luke had closed eyes XP )
  12. Made today. I added a simple shaped bag for him. It is not well weighted but it looks very funny XD
  13. https://www.youtube.com/watch?v=ymdssZOAx3Q
  14. Look on this pic: and look at the vertex groups. If You will select the weight tool You will see how model is weighted to the named skeleton bones. The Boba jetpack is weighted 100% red to the upper_lumbar bone. Yoda should be weighted in the same way. If You would change his hands laying on Luke's arms - You should check weightning in the Yoda's part. Weightning is srsly one of the most important part. For me it is the hardest. Yoda is weighted to the hand bones. SOoooo his AAaaaaarms long as hell arms are traveling to the hand bone. And this is why he is Horror monster. You must remove whole vertex groups in Yoda part and just add one - upper_lumbar. After that weight whole Yoda and Voila.
  15. Did You check the Object Data of the Yoda parts?? In the vertex groups You can see the skeleton tags that these parts are weight to. Yoda is a horror monster because his hands are still weighted to the JA skeleton. You should remove them all and just weight whole Yoda to the upper_lumbar. Just weight all Yoda to it (ONLY ) And see what will happen. But first save the model in diffrent name ( Luke_Yoda_langerdtry.blend or something) and check it. The Horror Yoda should disapear.
  16. Hmm why not change the arm position of Yoda and parent it to the torso? Still i think You should remove all things like tags, and caps in the Yoda part. As i remember all miscs like backpacks is easy to weight.
  17. I hope that maker of this model didnt remove the forehead part for save the vert count. But yeah it is very easy thing to do
  18. So it works now right?
  19. I opened the .map to .ase converter (I didnt know there is .bsp to .ase converter 8/) And there is an option to choose numbers of subdivisions. Maybe use it instead. I think this converter is on jkhub file section
  20. And next point. There are 1000 objects in blender. Maybe there is some limit. @@mrwonko HELP!
  21. Hmm from quick checking the parts that are not in the blend file are the patches right? Check the ase converter. Also check if Your Ase file works correctly in GTKradiant. If it doesnt work there too ot means that something is not right with blender importer And no problem helping people is something that keeps me goin.. I dont like feeling useless
  22. Send us the blend file maybe :S
  23. Hit space and type the - make normals consistent and enter. You can check many options in the internet. Many times they are helpful. And of course You changed quads to tris? If it is ase You must select Your map and hit lctrl+T Academy doesnt read the quads objects the same goes with GTKradiant and even MD3 or Mod viewers. All objects must be created from triangles. Hope it will work. If not some screens would be heplful
  24. One of the best Franken i have ever seen. Epic Job Dude! Cant wait for upload
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