Jump to content

Ramikad

Members
  • Posts

    1,316
  • Joined

  • Last visited

Posts posted by Ramikad

  1. 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.

  2. 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.

    mjt and NAB622 like this
  3. 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.

  4. 18 minutes ago, NAB622 said:

    After thinking about it for a second.....you said this is a sound effect, right? Try exporting it as a WAV file. MP3 is meant for music, and sounds should be WAV.

    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.

  5. 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.

  6. Jeff made one, maybe you can still find a link in his topic:

    Spoiler

    29733079702_c2f9a884cd_b.jpg

    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:

    Spoiler

    shot0004.jpg

    shot0008.jpg

    shot0015.jpg

    shot0019.jpg

    shot0020.jpg

     

    So, at last, you have come to me. I knew you would. Together, we will teach the Galaxy what it means to serve the Jedi.

     

    I still think about releasing the source files, every now and then, or maybe even finish it.

  7. 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.

  8. Doesn't seem to be possible without a mod. You could edit the saber yourself and remove the notInMP 1 line that prevents it from being usable in MP, but chances are that not only other players, but also you, would see it as a typical Sith saber hilt.

    On this note, any lightsaber mod that you may have, but the server you want to play on doesn't, will show your saber as the Sith saber hilt.

  9. 3 hours ago, Lazarus said:

    As truth on what Ramikad says, bevels and endcaps in combo with sprites dont work (never understood why, but mesh in common is a pain in the editor)

    From what I found, it's because the geometry it's applied on needs to be "closed", if that makes any sense.

    If I make a simple terrain model with a grid in Blender, apply the Yavin grass shader, and export, it doesn't work. If I take the same terrain and "close" it (by extending the outer grid vertexes downward and merging them together, essentially making a terrain lying on an inverse pyramid) the grass sprite suddenly works.

    That's why patches will never be able to support sprites, they're inherently "open" geometry.

    Lazarus likes this
  10. Sprites like grass and flares are specified (once again 😄) in shaders. See this Yavin grass texture with sprites for example:

    textures/yavin/grasspatchy_swampsprite
    {
        qer_editorimage    textures/yavin/groundjungle
        q3map_material    ShortGrass
        q3map_nolightmap
        cull    twosided
        {
            map textures/yavin/groundjungle
        }
        {
            map gfx/sprites/y_grass_tall
                surfaceSprites vertical 32 36 42 500
                ssFademax 1500
                ssFadescale 1
                ssVariance 1 2
                ssWind 0.5
            alphaFunc GE192
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            depthWrite
            rgbGen vertex
        }
    }

    The surfaceSprites line and below indicate the amount of sprites, their type, their size, how far they are visible, and whether or not they move in the wind (and how much).

    Only thing to point out is that sprites don't work on patches, only brushes and, by extension, "closed" models.

  11. 46 minutes ago, Lukitroy said:

    1. Yeah, the target_speaker. When I say 3D sound, I mean a mono sound that is heard differently based on the listeners orientation or position. That's what I was trying to do, but I couldn't get it to work. But I do need to try again. The reason I call it 3D sounds, is because that's how it's described in DarkBASIC programming.

    This is already done more or less automatically in-game, although very simply - your position and orientation only determines how loud and which speaker/earphone channel to use respectively, so nothing advanced like doppler effects or the likes, unless the EAX option somehow uses them.

    As for 6. it is determined by the shader, precisely by the q3map_material line. Unfortunately there are only a few available materials, and they're hardcoded - Water, SolidMetal, HollowMetal, ShortGrass, Gravel, Mud, Dirt, Wood, Stone, Snow, Sand, Rug, Pipe (unless pipe in sounds/player/footsteps stands for HollowMetal).

  12. 1. I'm not sure what you mean by 3D sounds. Could you elaborate? As far as I know sounds in general are pretty limited in Jedi Outcast and Jedi Academy, as they have to be mono .wav files. Sounds in general are placed around the map with target_speaker entities.

    2. There are two ways, a simple func_glass, or a func_breakable brushes with the thin and no_explosion option checked (spawnflags 264) and material 1 (glass). Not sure if there are any advantages in doing the latter, but it's there.

    3. The water texture needs a shader to be recognized by the game as water. You'll have to create a new shader, like this one:

    textures/common/water_1
    {
        qer_editorimage    textures/common/water_1
        surfaceparm    nomarks
        surfaceparm    nonsolid
        surfaceparm    nonopaque
        surfaceparm    water
        surfaceparm    trans
        q3map_material    Water
        q3map_onlyvertexlighting
        deformvertexes    wave    100 sin 1 2 2 0.6
        {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ZERO
        }
        {
            map textures/common/water_1
            blendFunc GL_DST_COLOR GL_ZERO
            tcMod turb 0.01 0.03 5 0.1
            tcMod stretch noise 1 0.01 1 1
        }
        {
            map textures/common/water_1
            blendFunc GL_ONE GL_ONE
            tcMod turb 0.02 -0.06 0 0.1
            tcMod stretch noise 4 1 0 0.01
        }
        {
            map textures/common/stars
            blendFunc GL_ONE GL_ONE
            rgbGen wave sin 0 1 10 0.5
        }
    }

    Modify it as you see fit (this is just an example of water shader taken directly from shaders/common.shader), then save it as a <shadername>.txt file, rename the extension from .txt to .shader and put it inside your shaders folder. The last step: open up the shaderlist.txt (also found in the shaders folder) and add <shadername>.shader at the end of the list. This last step is necessary, otherwise the game might still not recognize your shader and your water might end up being solid.

    4. Teleports need to be linked to a target_position, that determines where the player is placed. Simply right click -> target -> target_position where you want the teleport destination to be. After that, first select the teleport trigger, then the target_position, and press Ctrl + K - that will link the two automatically. More technically speaking, what it does is it sets the trigger's target to target_position1 (that's the default targetname it gets if it's not specified when linked).

    5. Absolutely! color R G B sets the light color to anything you want. color 255 192 0 gives a nice orangeish light, for example. Admittedly, though, I'm not sure if it uses 0-1 or 0-255, though from what I saw the latter seems to work.

    I also advise you to read the tutorials Circa suggested as they cover many mapping topics, including these and more (like skyboxes, sky lights, scripting, and more advanced shader effects).

  13. The only mod I know that has this feat (though in SP, and probably through scripts, and with a very different lore) is Alorea - you press a key, or roll Mouse 3 (can't remember which one), and you cycle between single sword, dual swords and staff.

    Doing so in SP without a code mod would be doable (with scripts), but not very flexible or feasible if we're talking of more than one lightsaber hilt.

  14. This one?

    Not sure what the problem is, but works just fine for me. Are you sure you unpacked the .pk3 file itself in the Base folder, and not the "alien npc" folder? I honestly can't think of any other reason why it wouldn't work - the .npc file itself has no errors at all.

    Just tried the original one as well, it seems to work just fine too, both separately and together. I'm out of ideas.

  15. It probably means it doesn't exist, then. Not all player models come with additional .npc files, which is what allows them to be spawned in-game. There's also the possibility that the related .npc files are there, and the name you used to spawn them is incorrect.

  16. The .glm importer allows you to select a range of frames of animation to import: check out in ModView which frames refer to Tavion's style and select them when importing the model/skeleton. It is not absolutely necessary, though, you can start from scratch and make your pose/animation; either way, what you'll have to do once you are finished is export the new .gla animation, then merge it with the basic _humanoid animations, modify the animations.cfg in order to change the reference to the new frames and you should be good to go.

    mrwonko likes this
×
×
  • Create New...