Jump to content

Ramikad

Members
  • Posts

    1,316
  • Joined

  • Last visited

Everything posted by Ramikad

  1. https://jkhub.org/tutorials/article/205-adding-a-new-saber-color/
  2. Alternatively you can uncheck "Limit selection to visible", on the right of Vertex - Edge - Face select.
  3. There are some good references and concept arts of them: http://vignette4.wikia.nocookie.net/starwars/images/8/8c/Pic.jpg/revision/latest?cb=20080403145735 http://www.swx.it/databank/images/thumb/b/bf/Gorc-1.jpg/250px-Gorc-1.jpg http://vignette2.wikia.nocookie.net/starwars/images/6/60/Gorc_n_Pic.jpg/revision/latest?cb=20070822175842 http://vignette3.wikia.nocookie.net/starwars/images/1/12/Gorc-JKconcept.jpg/revision/latest?cb=20080419050055 http://img4.wikia.nocookie.net/__cb20060804030220/starwars/images/d/dd/Pic_jk.jpg http://vignette3.wikia.nocookie.net/starwars/images/1/19/GorcManual.jpg/revision/latest?cb=20090707155907 http://static.giantbomb.com/uploads/original/13/134659/2267214-gorcpic_ingame.jpg
  4. See if this helps: https://jkhub.org/tutorials/article/137-fix-hapslashs-anakin-model-no-lightsaber-blade/
  5. Pretty much all of the above. Vehicle mechanics is pretty basic, and although it can be enjoyable to dogfight against human enemies, bots and NPCs don't seem to be able to fly them, and in any case nowhere as good as a human player. As for the rest, Siege Destroyer is a good dogfight map: https://jkhub.org/files/file/290-siege-destroyer-map-file/ And there's the Death Star Trench Run, that you can find in one of the JK3Files mirrors.
  6. .pak or .pk3? There is a difference.
  7. Every time you decompile a finished map you lose something, like light entities, texture coordinates, and perhaps some more. Which is why decompiling generally isn't a path followed a lot.
  8. There was also this old WIP, apparently discontinued though: https://jkhub.org/topic/3378-wip-look-out-for-that-tree/ Too bad the thread is full of dead image links. It really looked great.
  9. Yep. A texture created like that and a shader like this one: textures/<path>/<holo texture> { qer_editorimage textures/<path>/<holo texture> surfaceparm nomarks surfaceparm trans q3map_nolightmap cull twosided deformvertexes autoSprite { map textures/<path>/<holo texture> blendFunc GL_ONE GL_ONE } }will result in a sprite-like hologram.
  10. That's weird... it's not supposed to "half-work". Try to clean up any previous work on r5d2 and r5d2_imp. It's the only thing I can think of that might interfere.
  11. You sure? http://s27.postimg.org/3r6924gv7/r5d2_imp.jpg Make sure you changed r5d2_imp and not r2d2_imp, and try adding some z to the new .pk3, like zzz_<name>.pk3.
  12. For what it's worth, I think that R5D2 unit spawn name is actually r5d2_imp. Try that.
  13. You should take a better look at the tutorial section up here: https://jkhub.org/tutorials/article/169-hologram-texture-tutorial/
  14. Greetings! Since your focus seems to be on cosmetic mods, you should probably take a look at the related section in the downloads: https://jkhub.org/files/category/10-cosmetic-mods/ Mods that modify base character and lightsaber models generally do not require a fresh start, so you should be fine. On the other hand, for character models and lightsabers that get added to the game, without modifying the base game, you'll probably need to start anew. A cosmetic mod you might be interested in improve the game's weapons' visuals: https://jkhub.org/files/file/2321-ultimateweapons/ Also, you might want to give QEffects Pro a try, provided that you turn off the Dynamic Glow: https://jkhub.org/files/file/1484-qeffects-pro/ A pack you definitely should get is Roxoon's HD lightsaber hilts: https://jkhub.org/files/file/1900-single-saber-pack-rooxons-weaponshd/ https://jkhub.org/files/file/2167-dual-sabers-pack-rooxons-weaponshd/ https://jkhub.org/files/file/1921-mixed-sabers-pack-rooxons-weaponshd/ As for multiplayer, I'll let someone more experienced than me take the word.
  15. What I meant was that when you USE the fx_runner (NOT the target_activate or target_deactivate) the effect will trigger on and off, without the need for strange activators.
  16. Provided that you're using Radiant, 1. You can (but rather HAVE to) put inside your map an info_player_start entity, which will allow you to set a few parameters. Otherwise, you can set up a script in BehavED that sets the player's origin. 2. To my knowledge this can only be done through the console or using a script that affect the player and sets the new playermodel. 3. There are various types of triggers. To change a map, you'll have to create a new brush that you'll then turn into a trigger_once (in case the level change is supposed to happen only once), trigger_multiple, or func_usable (in case the player can go back to that map and exit it multiple times), and connect that brush-based entity to a target_level_change set to the new map, selecting first the trigger, then the target, and pressing Ctrl + K.
  17. As for the desk, you can either model it and export it as .obj, .md3 or .ase (so that you can add it directly into the map), or you can use patches, either Shift + P or Curves -> Simple Patch Mesh, selecting width and height, then manipulate the vertexes of the patch to curve it. Should you decide to go down the model path, remember that once exported you cannot change its textures in Radiant, unlike patches - you have to complete it first, and then export it. As for the NPCs, you can either edit the .npc file related to the Reborn (all of the .npc files are inside ext_data/npcs/), and change its playerTeam to TEAM_PLAYER and enemyTeam to TEAM_ENEMY. You can also do the same with a simple script, that you can create with BehavED, setting the player and enemy teams, which will only work on any NPC affected by the script though, leaving the original .npc file untouched.
  18. This, apparently the SET_PLAYERMODEL command doesn't work on NPCs. The only dark magic I can think of, is that as soon as the health drops below 50, an already spawned Kyle is teleported to the exact origin and angles of the original Luke entity, which is erased in the meantime.
  19. You don't need a target_activate or target_deactivate, just use the fx_runner set with startoff spawnflag and it should trigger on / off by itself.
  20. Sure. Simply delete that last snippet checking for his health, so that the script would look like this: ( //Generated by BehavEd rem ( "luke1" ); affect ( "luke1", /*@AFFECT_TYPE*/ FLUSH ) { camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "ref3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 90.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "ref4", ORIGIN)$, 16000 ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav1b" ); wait ( 16000.000 ); task ( "lukedial1" ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/chars/luke1/lukedia1.mp3" ); } dowait ( "lukedial1" ); //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "true" ); wait ( 20000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); } ) Then make a new script that only does the check on his health, like this: ( //Generated by BehavEd if ( $get( FLOAT, "SET_HEALTH")$, $<$, $50$ ) { set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "Kyle" ); set ( /*@SET_TYPES*/ "SET_PAINSCRIPT", "" ); } ) Name it, for example, luke_health_check. Now, if you're making the map yourself and you have a direct control on the NPC_Spawner / NPC_Luke in Radiant, select it and simply input: Key: painscript Value: <script path after "scripts/", if there's any>/luke_health_check Otherwise, if you're not mapping it yourself, you can do it through your main script, like this: ( //Generated by BehavEd rem ( "luke1" ); affect ( "luke1", /*@AFFECT_TYPE*/ FLUSH ) { camera ( /*@CAMERA_COMMANDS*/ ENABLE ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "ref3", ORIGIN)$, 0 ); camera ( /*@CAMERA_COMMANDS*/ PAN, < 0.000 90.000 0.000 >, < 0.000 0.000 0.000 >, 0 ); camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "ref4", ORIGIN)$, 16000 ); set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); set ( /*@SET_TYPES*/ "SET_NAVGOAL", "nav1b" ); wait ( 16000.000 ); task ( "lukedial1" ) { sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/chars/luke1/lukedia1.mp3" ); } dowait ( "lukedial1" ); //$"default"@6 set ( /*!*/ "SET_BEHAVIOR_STATE", /*!*/ "BS_DEFAULT" ); set ( /*!*/ "SET_CHASE_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_LOOK_FOR_ENEMIES", /*!*/ "true" ); set ( /*!*/ "SET_IGNOREALERTS", /*!*/ "false" ); set ( /*!*/ "SET_WALKING", /*!*/ "false" ); set ( /*!*/ "SET_RUNNING", /*!*/ "false" ); wait ( 2000.000 ); set ( /*@SET_TYPES*/ "SET_SABERACTIVE", /*@BOOL_TYPES*/ "true" ); wait ( 20000.000 ); camera ( /*@CAMERA_COMMANDS*/ DISABLE ); set ( /*@SET_TYPES*/ "SET_PAINSCRIPT", "<path again, if any>/luke_health_check" ); } ) If everything works correctly, every time Luke is hit that luke_health_check will verify if his health decreased below 50. Once it is, it sets the character model to Kyle and resets the painscript, so that it won't run any more checks every time Kyle is hit. Hope this helps.
  21. It depends on how you use the script. If you set it up so that it only runs once, it will do its tasks and perform only one check for Luke's health. You can either loop that health check so that every X seconds it will check his health, but in my opinion the best solution is to separate it into a new script that you'll then set to Luke's painscript. It would then work like this: every time he is hit, the script will run and check his health, and the "fatal hit" that would lower his health below 50 will turn him into Kyle. At that point you should also probably set his painscript to none, so that it won't loop over and over.
  22. Anything OT related deserves love by divine rights.
  23. The fx_runner. Provided that it's set with startoff spawnflags checked, using it will activate and deactivate it.
×
×
  • Create New...