Jump to content

Ramikad

Members
  • Posts

    1,316
  • Joined

  • Last visited

Posts posted by Ramikad

  1. On 12/29/2020 at 6:59 PM, fullkevlar said:


    More scripting questions, and perhaps more clarity for what im trying to achieve.   

    1.  How to you make an move block that rotates the script_targetname in the opposite direction(counterclockwise)?       I had (0 180 0) in my rotation vector, and changed it to (0 -180 0) - no change the brush still rotates in the same direction (clockwise).      Script below.

    2.  What do you do to make a script fire and run at intermission for multiplayer?       Ive tried a few things but cannot figure out how to make the script run during intermission.         EDIT:  I think I found a solution to this question.   Researched and found out there was a key "spawnscript".   I attached that to a few things trying to make it work... eventually trying it on Worldspawn -   seems to work,  is that a proper solution or is there something better?

    3.  And if I used brushes as func_static mover,  how to I make it spawn on start of script running?       I want my func_static to be invisible before the script is run, I cannot figure out how to accomplish.

    Ive been working on it for a good while, and having a hard time finding solutions.

     

    Here is the script thats not cooperating:

    //Generated by BehavEd

    rem ( "rci" );

    affect ( "rcflyin", /*@AFFECT_TYPE*/ FLUSH )
    {
        move ( $tag( "begin", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
        wait ( 1000.000 );
        move ( $tag( "approach", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
        wait ( 1000.000 );
        move ( $tag( "turn", ORIGIN)$, < 0.000 0.000 0.000 >, 1000.000 );
        rotate ( < 0.000 -180.000 0.000 >, 1000.000 );
        wait ( 1000.000 );
        move ( $tag( "land", ORIGIN)$, < 0.000 -180.000 0.000 >, 1000.000 );
    }
     

    1. Not sure if it's possible - try rotating twice, first at -90 and then to -180.

    2. If it works, then it definitely is a solution. :oldtongue:

    3. You can either spawn it and hide it somewhere, and move it back when it has to be seen, or you can try a script with a convenient:

    //(BHVD)
    set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );

    It should work on brushes too, if I remember correctly. You can set it to false at the start of the moving script, when you want it to be seen again.

    OCD2 likes this
  2. 10 hours ago, mrwonko said:

    No, Jedi Academy doesn't support localised gravity changes. But as a fan of Prey I've also thought that this would be a cool new feature to mod in some day, just like the portals in Prey. Maybe I'll get around to it in a decade or two.

    It does support "personal" gravity (in singleplayer), that is an NPC can have g_gravity 100 and you can have 8000 at the same time, but it's always directed downward - no walking on ceilings or walls. But at least in SP it can be partially emulated by simply rotating the player entity accordingly and basically "blocking" the player on paths.

    In MP, it's impossible to achieve without coding. The closest thing is Force running on walls, but gravity still pulls you down, not toward the wall.

    mrwonko likes this
  3. Cutscene isn't really the proper term in this case - the ones you mentioned are very simply scripted sequences, that can happen either during intermission (at the end of the game, for example) or at any time during gameplay. It's all a matter of scripting them and running the script in-game whenever you want.

    You can also attach .ase models to func_static, so you're not limited to .md3 for that sort of scripting. I think even .obj could work, at least I know Radiant can load them. So simply creating .ase models and attaching them to movable func_static (always remember a system/origin brush!) is the easiest way to achieve what you want.

    OCD2 likes this
  4. Essentially you have to make sure that every piece of the model is attached hierarchically to another (Parent - I recommend you to take a look at the various JA models for a clearer idea of the hierarchy), then add an Armature modifier named skin to all new objects, setting skeleton_root as Object. You'll also have to add Ghoul 2 Properties in Object and give each piece a name - the name you'll use at the end for the .skin file. Once done, you'll have to mess with Object Data, and add Vertex Groups named after the bones themselves (for example, for the head, cervical, cranium, jaw). At this point all you have to do is weight the model pieces to the bones you defined in Vertex Groups, which can either be done manually, by selecting groups of vertices, selecting the desired Vertex Group and Assign or Remove the Weight (ranging from 0 to 1), or you can paint the weights in the Weight Paint mode, by selecting the Vertex Group of the bone and slapping it over the model piece. There are other ways to weight a model, like using Envelopes, but I haven't really tried them.

    Rinse and repeat for every model piece, and don't forget about Tags - which you can really just port from any base JA model. If every model piece is weighted correctly, if the ghoul2 properties are set correctly, if the hierarchy is correct, you should be able to export and use it in-game just fine.

    If it doesn't show up fine, generally re-importing the exported model helps you pinpoint the exact problems and oversights.

    This is pretty much it, essentially replicating how the base JA models work, or at least how they're rigged once imported in Blender. Let me know if you have any more questions.

    bigphil2695 likes this
  5. Not quite a tutorial, but I can help people through the animation process in Blender step by step.

    And yes, as the name implies, Dragon is horror now. It was OK back then when there was no real alternative, now the only good options are either Blender or Softimage. I can help you with Blender if needed.

    ShadowKoopa7 likes this
  6. Since you say you can barely see the colors sometimes, maybe you need a light source. Not sure though, since texture mode without any light should display textures on full bright. But it's worth a try.

×
×
  • Create New...