Ramikad
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Is there a replacement for the Freelance cargo ships?
Ramikad replied to Kyle's topic in Mod Requests & Suggestions
Unlikely. Even if any ship replacement could do, the TC9 (the transports) are essentially built within the maps, with perhaps the exception of the one in t1_rail. I'm afraid swapping models wouldn't do much unless the maps are decompiled and the ships replaced, or remade from the ground up with new ships. The only relatively doable workaround, if you hate the transports so much, is to replace the textures and shaders so they become invisible, but the shadows will persist, as if they were involved in a nuclear explosion. Also their spirits will still be there, and you'll have to acknowledge them by recognizing their solidity. Jokes aside, that's about it for the transports: either keep them and suffer, or make them invisible, or remake the levels from the ground up so that none show up. -
The uniform in the movie caps looks like a dark navy blue or peacoat blue, so I think that's the color. I second ZanderNao, it's a great idea!
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Ramikad liked a review on a file: Mat Gaunt's Han Solo (OT)
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Ramikad started following Mat Gaunt's Han Solo (OT)
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Ramikad liked a file: Mat Gaunt's Han Solo (OT)
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Ramikad liked a comment on a file: Mat Gaunt's Han Solo (OT)
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Ramikad liked a comment on a file: Mat Gaunt's Han Solo (OT)
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Ramikad liked a post in a topic: My ideas and concepts for a hypothetical Jedi Academy remake
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Ramikad liked a post in a topic: Custom texture that I have doesnt appear in game
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[WIP] Dark Forces mod remaster project
Ramikad replied to undeadslayer's topic in WIPs, Teasers & Releases
Having to choose, my vote would be on AI Jason Court and Angela Harry, the true and only Kyle and Jan. -
vurt liked a post in a topic: [Release] Vurt's JK-DF2 Extreme Definition Texture Pack
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Smoo liked a post in a topic: [Release] Vurt's JK-DF2 Extreme Definition Texture Pack
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[Release] Vurt's JK-DF2 Extreme Definition Texture Pack
Ramikad replied to vurt's topic in WIPs, Teasers & Releases
Beautiful work, I'm tempted to reinstall Jedi Knight and give it a try! And Morrowind too, those new trees make Vvardenfell a beautiful place - unless that was the original Vurt and this one is a clone, Vuurt, fresh out of the Spaarti cylinders... -
NumberWan liked a comment on a file: Sio Bibble
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Tuutelis liked a reply to a status update: I decided that Jan needed to come back in the next level. 👀
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The Commander liked a reply to a status update: Commander's Log #5 Started some work on the map using @Linken 's mapping course. I th
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Circa liked a post in a topic: Double sided texture showing in blender, but not in-game.
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Double sided texture showing in blender, but not in-game.
Ramikad replied to Omega1's topic in Modding Assistance
It needs a shader with cull twosided or cull disable, like this: models/players/<model name>/<cape texture> { cull twosided { map models/players/<model name>/<cape texture> rgbGen lightingDiffuse } } -
mjt liked a post in a topic: Player defeats 2 NPCs to change map
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Lord Caledus liked a comment on a file: Chicken-Duck-Woman Thing
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Easiest solution would be to place a target_count in the map linked with the target_level_change (or another target_scriptrunner with the end level script), a count of 2, and set a deathscript on both brothers that uses the counter. As soon as the Brothers of the Sith are both killed, the end script will be run or the level will be changed, based on what it's linked to.
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Hmm, at this point I'd suggest to add in PRINT commands and see where (and when) exactly the script breaks, checking in the console with developer 1 and g_ICARUSdebug 1, though I'm not sure how helpful it would be. I have the feeling that at least for the earlier version of the script it's just a matter of WAIT commands.
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Yes, in theory, but in practice there are also a lot of mp3 effects, just look at the voices and many movers. Anyway, without any other clue, it's also a good suggestion.
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Hmm, maybe trying changing the sample format from 16-bit to 32-bit float, though I really don't know if it will help. Strange thing is that everything seems set up correctly, so it shouldn't give you that error. What happens if you grab the stereo file from the online converter and turn it mono? One last thing, not sure if that version of Audacity will have it, but when exporting it try checking the "Force mono export" box in Format options.
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Where do you read 44100, just the bottom left or also the sound file itself? If the file is correctly sampled you should also read it in the sound info box, "Mono, 44100 Hz, 32-bit float".
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How to add assets from another mods to the vanila game.
Ramikad replied to Loo32's topic in General Modding Discussions
I believe Galak Suit uses a different .gla altogether. However, aside from the tutorial mentioned in the solution, the only other way I know is to place a modified .gla or animations.cfg in _humanoid_<mapname>, and those new anims will play (though for every _humanoid model) when that map is loaded. As far as I know it doesn't only affect cinematics, it can affect any animation at all. -
Thank you! I seem to remember it doesn't have an NPC file. As for using it, in MP it's /model cdwt/default, in SP it's playermodel cdwt model_default model_default model_default. Happy hiding in the Bushes of Love! (... they might be next if there's an April's Fool Contest 2024 - that or Yoda's misadventure at the Beach )
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Has anyone done a Joruus C'Baoth mod?
Ramikad replied to Great Exkaiser103's topic in Mod Requests & Suggestions
Jeff made one, maybe you can still find a link in his topic: There's also one in Galactic Legacy (maybe the same model, not sure). I also have a start from back in the day, when I wanted to recreate at least the duel in the Mount Tantiss Throne Room, which was basically a Dooku-face Sith remodel and reskin (from what I remember, that particular original skin and model had a free license, while other faces were restricted), though the gray robe makes it more of an HTTE version than a TLC one: I still think about releasing the source files, every now and then, or maybe even finish it. -
You can put together a simple mod that replaces the Sith hilt with the Kyle one (or the Luke one, going back to the original request), though only you would see it, and the blade would probably be shorter - other players will still see the Sith saber. Player models and skins is a different matter, as in, the server doesn't need to have them to see them, only the players. If you want other players to see you as a certain model/skin that is not included in the base game, only they will have to download it, not the server. To summarize, cosmetic modifications will work for you regardless (models, textures and skins), as well as anyone who has them too, but technical ones (as a new lightsaber would be, or new NPCs) will have to be supported by the server.