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Ramikad

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Posts posted by Ramikad

  1. I'd agree. I was honestly going to make a new R2 and add in R3's, 4's, 5's, etc but those would only be useful as SP mods or NPCs sadly

     

    I remember that there was a mod with R2 and R5 units rigged to the _humanoid skeleton, so one could play as an astromech. So I guess it could be done that way, even though it would only be limited to a pose.

  2. From mrwonko's Blender Plugin manual:

     

     

    6   MD3

    Originally created for Quake 3, the MD3 format is for models, with the possibility of per-vertex-animations (which make for huge les).

    It notably uses xed-point coordinates for the vertices, resulting in the requirement that models need to stay within the [-512; 512] range and only have a precision of 1/64 unit, and support so-called Tags to mark locations on the model (e.g. muzzle flash position/rotation on a weapon).
    If you want animated map models, this should be the format of your choice.

    6.1   MD3 Exporter

     

    Located in \File/Export/JA MD3 (.md3)" or invoked by entering \Export MD3" in the Search Window opened by default with Space.
    Acknowledgement: I did not originally write this exporter, I improved upon one I found online which was at the time maintained by Xembie, although I believe he did not initially start it. His version has since been updated and the current version is available on

     

    http://sourceforge.net/projects/md3exporter/

     

    Features:
    - Exports animated MD3 models. So if you don't want animations, make sure to set the Blender End Frame to the same as the Start Frame or your model will turn out needlessly large.
     - Looks for a custom property called "md3shader" on the objects to determine the texture to use. (Make sure not to put the custom property on the mesh.)
     - Exports only selected objects.
     - Mesh objects get exported as meshes.
     - Empty objects get exported as tags.
     - Can be scaled and offset using the corresponding Export settings.
     - The "MD3 Name" Export setting should be set to the path of your model including the extension, e.g.

    "models/map objects/imperial/eld post.md3".

    - Make sure your model does not exceed the [-512; 512] range or you'll get a struct.error on export.

  3. It's not that simple. The 1000 vertex per mesh (which is basically a single "chunk" of the model itself) is the max vertex limit that Jedi Academy allows, for a total of potentially 32000 vertexes. That is unchanged in OpenJK, as far as I know.

    The crash you're referring to ("Run out of transform space for ghoul2 model" or something like that) is related to the complexity of the whole model, and isn't so easy to calculate directly, although someone posted the exact calculation somewhere around the forum. That also involves weapons: if you use a high poly player model with a high poly lightsaber hilt or weapon both these factors increase the risk of crash. The value it suggest to modify in the error (MiniHeapSize, I guess) was doubled in the singleplayer version of OpenJK, although it must be noted that the base JA multiplayer already has this value, while base JA singleplayer has it halved.

    lpriefer01 likes this
  4. You can also more easily press L in Radiant, select the right entity and delete it. Generally these broken entities are easily recognizable because they are empty (they have no brush), and are typically caused by applying a different brush-based entity to the same brush (or brush group).

    A quick example, if you create a brush, make it a func_door, then select it again and make it a func_breakable it will create an empty func_door at the center of the map (0, 0, 0); or at least this is what happens in some versions of Radiant. I seem to remember that this was removed in more recent versions though.

    Circa likes this
  5. @@MGummelt - so we are having a discussion on Discord about the in-game size of the players in Star Wars Jedi Outcast/Jedi Academy...

     

    Legacy Quake3 documentation states the Game Units are: 8 game units equal 1 foot. Other sources stated that Q3 player models were 56 units tall... thus 7 feet tall using that scale.

     

    Please tell us... do Jedi Outcast and Jedi Academy use that same scale for game units

    (8 game units = 1 foot), or did Raven change the in-game scale? In 3dsMax the skeleton and Kyle are 100 units tall (to tip of his skull... hair is a smidge more) and ModView ruler shows Kyle at ~ 64 units tall. So by that standard Kyle would be 8 feet tall in game units. Is this correct?

     

    Seems like a player scale of 100 equals to about 64 units tall.

     

     

    shot0018.jpg

     

     

    If we go with the calculation that 64 units = 1.80 meters (which is the scale I generally use for everything), then 8 units equal to 22.5 cm, which is a bit more than 2/3 of one "international" foot measure (30.48 cm) - exactly 73.8% of one foot.

    Makes sense that Kyle isn't 2.40 meters tall this way :P

  6. Create a script like this with BehavED:

     

     

    scr1.png

     

     

    In this case, just for a test I set up a wait time of 6 seconds (6000 milliseconds). Compile and put the .IBI in the scripts folder of your mod.

    Now in Radiant set up a NPC spawner like this:

     

     

    scr2.png

     

     

    Set the count of the NPC spawner to whatever number of enemies you want to fight. Create a func_usable and link it (Ctrl + K) to the NPC spawner, so that it's used at least once, otherwise it won't work, since it has a targetname. Using the button will spawn the enemy, and once the enemy is dead another will spawn after the time previously set in the script (in this case, 6 seconds).

    GPChannel likes this
  7. Sure. Make a script which uses the NPC spawner, like this:

    //(BHVD)
    use ( "<NPC spawner targetname>" );
    

    Create a NPC spawner and give it a targetname, set the count to how many NPCs it's supposed to spawn and delay to 10 minutes (I'm not sure if delay is counted in seconds or milliseconds, so 10 minutes must be either 600 seconds or 600000 milliseconds), and set the NPC spawner deathscript to that script.

     

    Otherwise you can set up a similar NPC spawner, but without delay, and instead use this deathscript:

    //(BHVD)
    wait ( 600000.000 );
    use ( "<NPC spawner targetname>" );
    

    so that you wouldn't have to wait for 10 minutes after the spawner is triggered for the first time.

    You'll need a script or a func_usable (or similar entity) to use it and trigger the spawn for the first time, so keep that in mind.

     

    Edit: Whoops, made a mistake in the second script, fixed now.

    GPChannel likes this
  8. @@Jeff I think you should try to update the phase 1 helmet to use the same visor shader as the other clones. To do that, you'd have to cutout the visor from the main helmet mesh and assign the visor shader to it in the .skin file.

     

    Wouldn't it be enough to put an overlay alpha mask on the proper visor shader? From what I remember that's how the old Phase 1 Commander Cody model was done (or maybe it was Rex) as well as Barricade's protocol replacement.

  9. You're joking? :o:huh:

    When I use the kill all command, I can barely find 6-10 burrower corpses, either the command is also "killing" their spawning script, or there's something really messed up about the level

     

    Serious :P

    As you thought, npc kill all basically kills all the enemies currently on the map as well as all the NPC spawners - the console indeed reads "killing NPC named (null)" and "killing NPC spawner named (null)". They are probably limited to that small bunch to prevent too much lag and to give the player a fair fight. There's a total of 131 spawners around the level, some of which are set to spawn five monsters in multiple waves.

    the_raven likes this
  10. I don't see any glow command in those shaders. Try this instead:

    textures/krenictext/floor1
    {
            q3map_material SolidMetal
        {
            map $lightmap
        }
        {
            map textures/krenictext/floor1
             alphaFunc GE128
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            depthWrite
            rgbGen identity
        }
        {
            map textures/krenictext/floor1_glow
            blendFunc GL_ONE GL_ONE
            detail
            rgbGen identity
            glow
        }
        
    }
     
    textures/krenictext/floor3
    {
              q3map_material SolidMetal
        {
            map $lightmap
        }
        {
            map textures/krenictext/floor3
             alphaFunc GE128
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            depthWrite
            rgbGen identity
        }
        {
            map textures/krenictext/floor3_glow
            blendFunc GL_ONE GL_ONE
            detail
            rgbGen identity
            glow
        }
        
    }
     
     
    textures/krenictext/pipe2
    {
        {
            map $lightmap
        }
        {
            map textures/krenictext/pipe2
             alphaFunc GE128
            blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
            depthWrite
            rgbGen identity
        }
        {
            map textures/krenictext/pipe2_glow
            blendFunc GL_ONE GL_ONE
            detail
            rgbGen identity
            glow
        }
        
    
    }
    
  11. So they can be killed without cheats? :huh:

    I always thought the thermal dets were there to use as bait for the burrowers so you could get the parts.

     

    Not sure about the devs' intention, but at least it worked

     

    Yes, two thermal detonators are enough to kill one. Though considering the available detonators in the map are a fraction in comparison to how many are needed to kill them all off (there is a total of 166 sand burrowers spawned in waves, so you'd need 332 thermal detonators, and only if all of them are eaten), yes, they are probably intended to distract the sand burrowers to reach the ship parts.

    eezstreet likes this
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