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quakefreed's Achievements
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Yes I've heard of this phong shader but I've only ever seen this in context of smoothing out terrain. I'll look deeper into it. Thanks.
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quakefreed liked a post in a topic: How do I spawn the player into a custom map with attributes equipped?
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ZelZel liked a post in a topic: Coruscant 1313
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Lazarus liked a post in a topic: Coruscant 1313
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Sorry for this basic question. I just want to set the spawn parameters of the player when he spawns into a single player map. This seems to be much more difficult than it should be. I've dug into the .npc folder in Pak1, and found player.npc. Adding a "playermodel" key and value does absolutely nothing in game. Of course I could do all of this, equip the weapons, set sabers, set everything via the console when I'm in the map, but I want those commands to fire off on spawn. Thank you for any advice.
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Quick teaser, the map has changed significantly. I'm trying to make a HUGE map with npc's free to roam everywhere, and because of that I need to be really careful with my entity count, brush count, patch count etc. So it's going to be blocky. Anyone got advice for building huge maps?
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DarthValeria liked a post in a topic: Coruscant 1313
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ZelZel liked a post in a topic: Coruscant 1313
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Jolly liked a post in a topic: Coruscant 1313
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I link my npc's to my waypoints with ctrl-k, and waypoints to other waypoints with ctrl-k. Why is it resulting in this mess?
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Programming emergent npc behavior through scripting
quakefreed replied to quakefreed's topic in Coding and Scripts
Great, can you tell me for example what tasks they should do? Sorry when I open behaveED I am lost. -
quakefreed liked a post in a topic: Why won't my FUNC_bobbing use the ship model I specified:
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So I'm interested in emergent properties that NPC's might find themselves in as they walk the map and bump into each other. So far I'm using a network of waypoints and I have the npc's spawnscript spawn a wander script The script is very simple and I suck at it. What I'm interested is programming into the script a certain level of randomness, or perhaps two or more factions that wander the map and intermingle, resulting in a firefight. Would anyone be able to help me with this Many thanks
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Simple question, sorry Thanks
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Custom .exe that loads the map instantly
quakefreed replied to quakefreed's topic in Modding Assistance
I should add its a single player map so I changed it to jasp The console is running but quits out -
Custom .exe that loads the map instantly
quakefreed replied to quakefreed's topic in Modding Assistance
Ok I did what you said and its booting but doesn't seem to be recognising the commands in the .cfg What syntax is correct? -
Custom .exe that loads the map instantly
quakefreed replied to quakefreed's topic in Modding Assistance
Sorry, but would you care to spell it out for me? If I rename a notepad document 1313.bat and add jamp.exe +exec devmapall coruscant it doesn't work. Cheers -
So I remember back in the day you used to be able to edit the .exe in windows in such away that it would launch you straight into the map plus other parameters you set like your player model. Is this still a thing and can somebody help me? Thanks
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BlindDaThief liked a post in a topic: Coruscant 1313
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Will do so, its easy enough if I remember especially if I don't bother with bot support.
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quakefreed liked a post in a topic: Coruscant 1313
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Hi all, I started mapping in 2008 and now I'm back after a long break. I'm making a singleplayer map/mod based on the defunct Coruscant 1313 game concept. I'm sure this has been attempted in JKA before, keen to see what others have come up with. The idea is to create an "open world" free play adventure where a huge variety of NPC's walk the streets of Coruscant mostly tolerating each other with flashes of combat here and there, initiated by the player or the AI. Basically this whole Idea rests on the the spawnscript parameter given to to the NPS's in Radiant which then looks up the wanter.ibi script in "common." I also have to edit the NPC's team values to have them not attack each other. But sometimes they do attack each other, which is great, but I haven't yet found out which lines in the NPC file dictate this. I am going to need help with scripting which is basically the backbone of this mod. Also my knowledge of VIS and portals is limited. Oh and yes the map is huge, 32k x 32k units. Credits: Last_Wish, IG88 Eivind_n_haugen@hotmail.com Mars Marshall "NeoMarz1", Aurra Sing neomarz1@sbcglobal.net Ahsoka Tanko; cerezk.oz@gmail.com Designed by: Cadellin and Cerez Modelled by: Cadellin Lightsaber Hilt by: AshuraDX