Ramikad
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Posts posted by Ramikad
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Make sure that you import the model from a folder with the correct hierarchies (models/players/<model>/model.glm, models/players/humanoid/humanoid.gla). Generally this solves it. Basically, the importer looks for the .gla based on the skeleton reference in the model itself, including the path.
Showersinging likes this -
Very strange. I've only seen this type of behavior in MP, when trying to load a map after connecting to it and somehow disconnecting from the server. I can only think it could be related to entities, so my suggestion is to try that way, start removing and see if this fixes it.
MagSul likes this -
As far as I know, the player model in Jedi Outcast is hardcoded to be Kyle. Not completely sure, though.
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Really strange that the model would be untextured - are you sure you applied the texture in the Ghoul2 properties of the object?
As for the blade, I suggest you to import the tags from another lightsaber model - from my experience, tags can get fuzzy sometimes, this should fix the saber orientation.
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I think a script to SET_WEAPON <weapon> will suffice - not sure though, the player might be unable to return to it once it is deselected.
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Easiest way I can think of is to let the script run twice, but use a script that is run before it to declare a variable or set a parm and then run a check so that it runs the first part during the first cutscene and the second part during the second, like this:
//(BHVD) declare ( /*@DECLARE_TYPE*/ FLOAT, "script_stage" ); set ( "script_stage", "1" );
in the early script;
//(BHVD) if ( $script_stage$, $=$, $2$ ) { rem ( "*Run second cutscene*" ); } if ( $script_stage$, $=$, $1$ ) { rem ( "*Run first cutscene*" ); set ( "script_stage", "2" ); }
in Mara_Stand.ibi. From what I experimented in the past it should be doable and work nicely in this case.
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Map object.
DarthValeria likes this -
There's one in the Dark Forces mod, and you can find it in its Source Files.
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Closest one (but still not quite like it) would be the Rockettrooper suit or the Hazardtrooper suit. Other than that, I'm not aware of any space suit player model.
Mehdi and DarthValeria like this -
You'd have to open the .efx file (you can open it as a .txt) and fiddle with the correct scale or size value (not sure which one it is).
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Judging by the lack of shadows, I'm assuming this is a dynamic model (misc_model_static, misc_model_breakable or other). The model seems to be working fine, but I'd advise you to check the textures and texture paths, as well as the shader, as that seems to be the culprit. It's normal that it appears full bright because dynamic models don't cast or receive shadows unless set to do so, with the properties _cs 1 and _rs 1 in the Radiant entity respectively.
Based on the Blender version you're using, you should either make sure that the md3shader custom property is there and correct (for Blender 2.79 or older) or the material is (I seem to remember that's how it's done with the newer versions of the Blender JA plugin on 2.8+).
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The extra part you tried with (npc spawn sithtrooper dark_side sith) from what I understand is specific to Movie Duels, basically allowing you to make any NPC you spawn friend or foe. For base Jedi Academy and OpenJK, the correct syntax is the one you tried before: npc spawn sithtrooper sith. This spawns a Sith Trooper with the assigned targetname sith, which can be used for scripts.
Now, having said that, the huntkill falls in the category of behaviors. Supposedly they're special scripts that are used for various situations, but after trying multiple times in the past to get these "behavior" scripts working, I never managed to. Ultimately I'm not sure these even existed in the first place - the descriptions in NPC Spawner in Radiant seem to suggest they did, but I couldn't find any way to get them working. So maybe it was just a planned feature that never got past the concept.
Spoilerspawnscript - default script to run once spawned (none by default) usescript - default script to run when used (none by default) awakescript - default script to run once awoken (none by default) angerscript - default script to run once angered (none by default) painscript - default script to run when hit (none by default) fleescript - default script to run when hit and below 50% health (none by default) deathscript - default script to run when killed (none by default) These strings can be used to activate behaviors instead of scripts - these are checked first and so no scripts should be names with these names: default - 0: whatever idle - 1: Stand around, do abolutely nothing roam - 2: Roam around, collect stuff walk - 3: Crouch-Walk toward their goals run - 4: Run toward their goals standshoot - 5: Stay in one spot and shoot- duck when neccesary standguard - 6: Wait around for an enemy patrol - 7: Follow a path, looking for enemies huntkill - 8: Track down enemies and kill them evade - 9: Run from enemies evadeshoot - 10: Run from enemies, shoot them if they hit you runshoot - 11: Run to your goal and shoot enemy when possible defend - 12: Defend an entity or spot? snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id NPC code medic - 15: Go for lowest health buddy, hide and heal him. takecover - 16: Find nearest cover from enemies getammo - 17: Go get some ammo advancefight - 18: Go somewhere and fight along the way face - 19: turn until facing desired angles wait - 20: do nothing formation - 21: Maintain a formation crouch - 22: Crouch-walk toward their goals
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Sounds similar to what Noodle was working on. You may be interested in that - maybe the demo downloads still work.
OCD2 likes this -
Well, Noodle made a Nightsister Zombie.
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In theory, if the map name matches the one you wrote as reference, no. In practice, double check for any loose quotation marks that could be breaking the new briefing file. Also make sure that the file is actually a .str file, and not a .str.txt (I know it's unlikely, but it might be possible). Other than that, I'm not sure what could be causing it.
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I think the distance at which the LOD starts rendering can be altered with either r_lodScale or r_lodCurveError. It will also affect the player model and static models LODs rendering distance.
Plague-Angel and NAB622 like this -
I wonder if SET_HEALTH can be incremental - I know some variables in Behaved are, in that you can do, for example, SET (variable, +1) and it is incremented by 1 every time it's done. If it works the same with health, then it could be simplified that if health < 100, then set health +1. May be worth a try.
Droidy365 likes this -
I really enjoyed it!
Cor likes this -
I wonder if an NPC playing that animation through script does the trick - I know at least a few animations cause actual effects, like a few kicks and cartwheels, maybe it also works with Kyle's moves.
bigphil2695 likes this -
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2 hours ago, Lord Of Hate said:
Don't you have to weigh models to add them to JKA?
Yes, but not necessarily all bones have to be weighted. He probably just weighted the whole heads to the cranium bone, without specifically weighting the lips to the various lip and jaw bones.
Jeff likes this -
Most likely, the weapon command without anything after it is considered the same as weapon 0, and that, as you said, puts away your weapon - pretty much like at the beginning of t2_dpred. After you put away your weapon, you should give yourself weapon_scepter: it's not enough to type weapon_scepter. With no weapon currently selected, it should automatically switch to the Scepter of Ragnos, which is basically a glorified sniper rifle. To summarize: weapon (or weapon 0), then give weapon_scepter.
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Could be a weighing problem. Try selecting the skeleton_root, then enter Pose Mode, and try posing your model - it could give you hints on what exactly needs fixing.
Problem porting GLM files into blender
in Modding Assistance
Posted
You're most welcome!