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Posts posted by Circa
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Because no matter what shader you use, it doesn't seem to work. So the shader can't be the problem, right?
I just mean that I don't know what the problem with it would be. No clue at all.
Now it's not crashing but it doesn't make the alpha channel transparent.
If you must know, I'm rekinning Toshi's Luke to how he looks in A New Hope. It would be fine if it didn't have the collar there.
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I've got this feeling the problem is your file, not the shader.
I don't know why that would be the case.
Oh well. I'm not that determined to get it. I realized it would look bad without remodeling anyway. Thanks for the help anyway.
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Most of the people here are not newcomers at all. We've been around for awhile, just moved to this site.
Welcome nonetheless!
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well major kusangi's hair the texture is rather flat, and Im assuming the shader removes the black from the image or the TGA has alpha
models/players/kusanagi/hair
{
cull disable
{
map models/players/kusanagi/hair.tga
alphaFunc GE192
rgbGen lightingDiffuse
}
}
Still crashes.
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I tried the one that Chewie's fur uses, and the game just crashes. <_>
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I'm viewing it ingame. Still can't get it to work. I looked at that fence.tga and didn't learn any more than looking at other skin's files.
Oh well. It won't even look good with it transparent anyway. It will have to be remodeled I suppose, which I can't do and nobody does anymore.
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It definitely works with .png (used it a couple of times on my clone skins), never used it with .tga though. Let us know if you run into any more trouble and I'll do my best to help out.
It just makes the transparent areas white. :/
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I tried using the alpha channel with a TGA but it didn't work. I'll try with PNG instead.
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I've been trying to figure out how to make certain areas of a skin transparent. I know other skins do this, and I've looked everywhere on how but I can't figure it out.
Let's say I'm trying to get rid of the collar on Toshi's Luke Skywalker. How would I do that?
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You can already change the music in-game.
Just add custom tracks to a music folder in base and then ingame type /music music/
As so /music music/protectors_of_the_earth.
They also have to be mp3's.
No need for huge mods to enable something already available, good thinking though
Enjoy.
This is a replacement mod, not an addition mod.
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It's alright. Great! I'm not sure if it's complete yet. The original post in this thread is where I have been updating the list of things I want to do.Sorry for the latish reply...of course!
I'll PM it to you.
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I'm working on a music mod that will change all the ingame music to music from the prequel soundtracks.
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@@therfiles would you like to beta test this for me?
therfiles likes this -
Okay I went ahead and took screenshots of the droideka problem. I also found out something really weird. It only goes vertical when I'm not right in front of it. Otherwise it looks perfect. Take a look.
So I guess it's not that big of a deal.
I gave the hailfire a rocket launcher but it doesn't use it at all. All it does is occasionally fire the ATST_MAIN and roll around, if that. I spawned a whole bunch of clones and it just rolled all over them. Effective, but not really impressive.This, unfortunately, is unfixable. Other than modding the animation files, you really don't have a choice. You could play around more with the .efx files to turn the bullets and line them up, but I remember the emplaced gun being notoriously difficult to use. Not only does it have tons of damage, more than a deka would deal, but it doesn't draw properly. If you can find another gun, that would probably be best.
Yeah. There is a certain point where you really can't do anymore with NPCs. Does it handle well at all in combat? Perhaps up the aggression and aim levels? Give it a rocket launcher? Just keep poking it.
I think I knew this, but nice job! I don't use efxEd, the proper tool, so all I can really do is just blindly play with it.
How would you guys feel about replacing the cultists with magnaguards? In some levels it wouldn't look right because the cultists aren't always with just the Imperials, but it might be cool. If not cultists, then what if any?
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I have pretty much everything fixed that I was having issue with. There's a few things though. In MDII, the droideka uses the "emplaced" effect, so I just used that. Now all of a sudden the bullets being fired from the droideka is aligned vertically instead of horizontally to match up with the gun barrels. Here's an illustration:LOL. This is so awesome. Haha!
Nice work, man! You seem to be making some great progress!
While that would be great, I think he is planning to use the E-11 for a player weapon, so having a huge bulky blaster poking out of the npc's wrist may not be the right way to go.
I think you should be able to get him to shoot faster by just upping the firetime in weapons.dat. If that doesn't work, a script can always do it, but it may be too much work. I don't think it will be too big of a problem, my suggestion would be to then up the health of the npc to compensate for his lower fire-rate. As for the bryar pistol problem, replace the bryar's model (md3 and glm) with noweaps. This will make the gun invisible. Or, change some of the model entries in the weapons.dat.
I would really like to use this idea, but wouldn't he have to use the blaster pistol? Or can it be any 2 weapons? Because it would be the same problem as before: having two guns jut out of it's cannons. Would it still use force and stuff as well?
Keep up the great work!
The other thing is the hailfire droid is still amusingly clumsy. I don't know what else to do to the NPC file.
As far as the weapons and everything go, I'm pretty much set, aside from the droideka effect. Since it uses the emplaced effect, I will probably have to change the emplaced guns to use the ATST main guns if I can, it doesn't look goofy.
If you're wondering how they got 2 bullets to be shot at the same time, I'm fairly certain it's the "origin 1" and "origin 2" lines in the efx files. Though I don't have much experience with effect files to be certain.
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Okay it worked. Thanks a lot!Additionally, these NPC names are hardcoded to spawn with no weapon:
MonMothma
Anything beginning with "elder" (such as elder_jarjarbinks)
Anything beginning with "prisoner" (such as prisoner_jarjarbinks)
All neutral NPCs will spawn with WP_NONE, regardless of class.
These "enemy" types:
Anything beginning with "protocol"
interrogator
sentry
ugnaught
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That didn't work. It made him walk around like a jawa though. Quite entertaining.
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The name is JarJar.What's the NPC's name? You might have to set them to CLASS_UGNAUGHT or CLASS_JAWA in order for it to work properly, not CLASS_PRISONER. Also if you're replacing an NPC, keep in mind that ICARUS can assign NPCs weapons (examples: NPCs in the bar on ns_streets, prisoners on artus_detention, et al)
I tried spawning an elder though and it didn't have a weapon so I know it's not from that.
I renamed the NPC to elder and that worked. That's annoying though because I don't really want to replace the elder NPCs.
I'll try the other classes. I've been using the thread you helped with on FileFront with NPC stuff. It's pretty helpful stuff. I've been trying to get a fast firing rate for an NPC too.
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Is there a way to actually have an NPC with no weapon? Every time I set the weapon to WP_NONE, it gives them a blaster rifle. I tried setting the class to CLASS_PRISONER since the prisoners and elders don't have any weapons but nothing worked.
This isn't for scripting or anything, just a normal NPC file for a mod and also curiousity.
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Thanks a lot DT. Feel free to post here any updates you have on the model in the future!
Also, does anyone know if there is a model for Episode I Anakin? I know there was one in the Youngling pack by Mars but it looks nothing like him and the model wasn't very good.
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That's exactly what I wanted but there's no way to do it. AltFire doesn't even work in NPC files.The SBD should be using the secondary fire from the E-11, a rapid fire of red bolts, would be more accurate to the movies.
Okay, I got the bounding box fixed on the Hailfire. Now I'm trying to get it to actually be dangerous. Before I would have to run in front of it and shoot it to get it to react. I'm not having much luck.
But here's something that cheered me up a little bit. I went to t2_trip since it's a very open map and spawned one and look what it hopped on...
Not sure how that happened. It's class is set to ATST. It was amusing for sure.
therfiles likes this -
Alright, awesome. I got the SBD all set. I wonder if there is a way to make an NPC fire faster? There's a way for the gun to fire faster in weapons.dat and I did that because that's how it was in MDII but I can't find a way to do it for NPCs. If there's no way then that's fine. It would look better though.I think the only way would be to make the gun the npc uses have no model...like the bryar or something. This is what Wector does I think. Poke around there.
My suggestion is that you need to tweak the height and width properties. It may take some time, but just play around with it until you get a decentish bounding box. I think there is a command that shows the box...check the wiki.
Sure. You just got to find an unused gun in weapons.dat. That's really your only way forward. I think the droideka's gun would need to be different because it shoots 2 projectiles. Look at how Wector did it.
And, yes, unfortunately we would need the code.
I'm working on the Droideka. It's looking pretty good so far I think.
I just ran into a weird problem where some random NPC don't even exist when I use the command "npc spawn"
EDIT: Nevermind that error. Fixed it. I got pretty far today. SBD and Droideka are all set I think. The SBD is using the bryar weapon and I used the effect files from MDII to see what he did. He has them shooting two bullets (since there are two barrels on their arm) and it looks great, but it was making the blaster pistol do that too (because they use the same effects) so I changed them back but left the "npcshot.efx" the same so it still uses it. The only downside is when NPCs are actually are using the blaster pistol visibly which should only happen with this mod with cheats.
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The games that have surpassing graphics lack greatly in good gameplay. Most of them are horrible. One of the first impressive titles was Infinity Blade and even though it was near console quality, the gameplay was BORING. The games with good gameplay have N-64 style graphics, which make me cringe.
Mobile gaming is all about the experience and the addicting gameplay. So far at least. We're slowly getting to full mobile gaming with everything we love about desktop gaming. Eventually.
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The playerchoice.txt is not necessary to put it in the SP menu, contrary to popular belief. It's only if you actually use it for color customization.
WANTED: Jetpack Mod
in Mod Requests & Suggestions
Posted
I got NPC Tool to work via Wineskin on Mac, but I find the program to be very useless. You're better off getting to know how to do it manually. I find it quicker anyway.