Jump to content

IrocJeff

Members
  • Posts

    1,114
  • Joined

  • Last visited

Everything posted by IrocJeff

  1. I have the Blender JAPlugin Suite and I'm trying to get my grenade exported and I need a step by step instruction here since I'm a bit confused on the process.. Also, what about scaling my mesh in relation to the game. It says not to exceed the -512,512 boundary which is fine but how do i know I'm within it ?
  2. Are you running for asshole of the day or something? Here are some other scripting tutorials that are still floating around the internet from way back when. http://www.nab622.com/tutorials/script_tuts/basic_scripting.html http://www.student.oulu.fi/~lvaarisk/sivut/resources.htm <-- this site is really helpful when it comes to NPC scripting and waypoints and stuff.. You can also search the old Lucasforums site for help. Just go to your search engine and type Behaved Lucasforums or Jedi Academy scripting Lucasforums and you can find some really old topics that may help you out there, too. Not just for scripting but many other things as well.
  3. Yeah, its a pain in the ass. When you decompile scripts some stuff turns to a number for some reason. Then, Behaved doesn't know what 56 or 6 or whatever number of those things are so they need to be fixed. Take a look at the Prequel Conversion Mod and see if that will help you out doing yours for Jedi Outcast.
  4. I just added the line into the script, saved it to my desktop and recompiled and got errors. You are going to have to go in and change all the occurrences of "56" into "flush" or "insert". Its more than likely that its "flush". You are also going to run into errors with the color security code script and the "IF Else" statements. You are going to have to figure out what "6" is in relation to those specific occurrences. It is either a FLOAT, STRING, or VARIABLE. So, every occurrence of "6" needs to be changed until you get that right and then it should compile with no errors. Then, when you get all that compiled properly with no errors you'll save the file as as kejim_start.ibi and this file will go into a pk3 with the following heirarchy. A folder named "scripts" Inside that folder will be one called "kejim_post" inside that folder will be your kejim_start script file Then, name the pk3 file x_JanSaber.pk3 or whatever you want .pk3. Then, put that pk3 in your base folder and start the game.
  5. Kejim_start is the name of the script your going to use or modify since this script is targeted to Kyle and triggers when he spawns. It has an entry for Jan where it changes her aim to 4 which is where you'll make all of your changes for her. You could probably just delete the line in the control script that gives her a blaster just recompile it. You don't need to give her another saber since it'll switch back attack position or whatever when the typing animations are done. You can also see it gives Kyle "0" for his force abilities. You may want to give Jan some of those attributes if you like. I just have a thought here. Since Jan is a normal NPC in game and is treated like one with the waypoint system and combat points, how will giving Jan Jedi AI affect all that stuff, if at all?
  6. Yeah...I think it should be. What I think you are going to need to do is create a new NPC.config file. Your then going to change the JediF to "Jan" and leave the rest of that entry as is. Next, delete the original "Jan" entry. Finally, create a new pk3 and add your new npc file to that pk3 and then name the pk3 file whatever you want. I usually use ZZZ_name.pk3 since the game loads pk3's alphabetically. Give that a whirl and see what happens. JanplayerModel jansurfOff "torso_vest hips_chaps torso_computer head_goggles torso_comp hips_belt"surfOn "torso_augment_off hips_augment_off hips_torso_off"saberColor randomrank ltreactions 3aim 3move 3aggression 3evasion 2intelligence 3playerTeam playerenemyTeam enemyclass jediyawSpeed 140walkSpeed 55runSpeed 200snd jansndcombat jansndjedi janhealth 200dismemberProbHead 0dismemberProbArms 5dismemberProbLegs 0dismemberProbHands 10dismemberProbWaist 0}
  7. Well, to get Jan into the game as Jedi all you need to do is open up your .map file in Radiant. Add in an NPC_Spawner and give it a Key: "NPC_Type" and a value: "jediF". You'll spawn Jan as a Jedi. I threw Tavion in and right when the map started she attacked Tavion. Now, Jan doesn't seem to have her goggles, vest, ect.. because they are turned off on that model. If you want normal Jan just create a new NPC in the NPC config file and add the jedi stuff to the normal Jan and name the new entry JediJan or something. Then, use the Npc_spawner entity with the new name. Jan{fullName "Ors, Jan"playerModel janrank ltreactions 3aim 5move 3aggression 3evasion 3intelligence 3playerTeam playerenemyTeam enemyclass jansnd jansndcombat jansndextra janyawSpeed 140walkSpeed 55runSpeed 200// race humansnd jandismemberProbHead 0dismemberProbArms 0dismemberProbHands 1dismemberProbLegs 0dismemberProbWaist 0} JediFplayerModel jansurfOff "torso_vest hips_chaps torso_computer head_goggles torso_comp hips_belt"surfOn "torso_augment_off hips_augment_off hips_torso_off"saberColor randomrank ltreactions 3aim 3move 3aggression 3evasion 2intelligence 3playerTeam playerenemyTeam enemyclass jediyawSpeed 140walkSpeed 55runSpeed 200snd jansndcombat jansndjedi janhealth 200dismemberProbHead 0dismemberProbArms 5dismemberProbLegs 0dismemberProbHands 10dismemberProbWaist 0}
  8. Was finally able to get my first model or mesh or whatever rendered properly. Now I have to find some lighting tutorials and figure that part out but the grenade project is looking pretty good!!
  9. When I saw the title to this thread I thought someone was requesting a Vietnamese version of Han Solo.
  10. Be a bit more specific for what you are suggesting me to do if you would please. Do you mean the top part isn't round enough? And how would I go about making every edge larger than 75 degrees sharp? Do I select the edges of the angle and select sharp? If so, that really didn't do much..
  11. Thanks to @@Boothand 's explanation I was able to get the Paint function setup properly in Blender. I also got loading textures in to paint with down as well. I still gotta figure out how I'm going to do the lettering. I may have to do that in Gimp or something. I did do that in Paint.net. Took a while to align it the way I wanted but it's looking like I want it now. The lettering says "Before use arm detonator". Methinks tomorrow I'm going to get my gun textures ready and maybe start the A-295 texturing and see what happens.
  12. I'll do both. That Stormtrooper one looks really simple to make. I also think I should be able to use the texture from my Lab cutscene for for the body.
  13. Well, those first ones were my first attempt at anything with Blender. Working on the A-295 rifle over and over again..almost daily..really helped. I would build it so far then delete it and start all over on purpose. The repetition getting used to the commands helped and each time I built it up a bit better than before. That's probably why that shotgun came together so quickly. I'm going to make the standard Star Wars grenade also, http://starwars.wikia.com/wiki/Fragmentation_grenade but, I'm going to change the textures. I also think I'm going to change the timer on the top keep it in the up position just to give it some depth.
  14. Here ya go...
  15. Since I've been getting better acclimated to Blender I decided to re-do my Stielhandgranate influenced Star Wars grenade. I fattened up the explosive charge and shortened the handle. On the handle I added in two buttons which could act as an arming device or whatever. Doesn't matter.
  16. Well, I figured it out.. I had to get the image into the clipboard....
  17. If you ever get a chance to see Dream Theater definitely go. I saw them in 2005 on the first Gigantour.
  18. What I want to do is take part of the image and using that as the color I'm going to paint with. For example, I have some good resolution rifle images from Texturer.com and I would like to grab a piece of that image and then paint the various parts of my UV mesh with it. I already have the images I want to use.. I just have no clue how to get to paint with it in either program.
  19. Well......not really... There was just too high a vertice count with that square wave looking bar and a scope so this is what I came up. I put the clip in the model and on this side of the model I've put two adjuster thingy's. I may make them bigger but they look alright there.
  20. I'm going to end up making the rail you suggested I'm just going to make it shorter to save on vertices. I may raise it up on supports and leave it empty or put a scope on it. That should give it some filler. I'll have images up later on tonight when I get a chance to mess with it.
  21. I guess I don't have any flipped ones. Or, if I did, selecting the mesh and using CTRL-N recalculated or realigned them.. When I was messing around with the shotgun I noticed one face in the barrel was black and I fixed that. At any rate... I was able to get the ejection port done last night on the side of the shotgun. I also enlarged the barrel and dropped it down a bit to be more in line with the ejection port and magazine on the other side. Here on this side is where the magazine will go. Still not sure whether I want it as an energy shotgun or traditional. If the former, I'll just delete the ejection chamber from the weapon. I also started to construct the receiver that @@JAWSFreelao suggested.
  22. And you see those in object mode, then?
  23. Did you check to see if your video card is properly seated in its slot and locked in? Also, take a look at your contacts on your card and see if there are any darkish/blackish marks on the contacts. If you have access to another video card that would be a good way to see if your card is the actual problem and not a bad slot on the motherboard.
  24. I can give that a try. I was looking at some shotgun/rifle accessories and didn't come up with anything decent. My reference image in post #53 has a rail and I may just make that and put a red dot scope on it.
  25. I didn't know what you meant til Boothand made a video and then I got it. I guess I needed to see it to understand it. These models are all hollow and extra vertices are removed and all that.. well, except the shotgun cause that is just starting being built.
×
×
  • Create New...