ladiszlai
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Posts posted by ladiszlai
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Today I started setup my model in blender and I've got two questions:
Is it problem if I put only two tag to my model ? (right and left hand) Or I need to put all tags ?
What does the "Off" mesh do ? (I know this mesh closes the holes, but I don't know what is the role of this in the game)
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Player model creation is not specific to JKA. It's specific to Blender. There are some steps at the end to get the model in game but I get the impression you aren't that far yet.
If you want to learn about creating humanoids, perhaps you could try Blender's official tutorials on doing so.
I already have a completed model, I just need to know how can I make it to jedi academy, also I can use blender.
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Take a look at the tutorial section:
https://jkhub.org/tutorials/article/195-blender-jka-frankenstein-modelling/
Creating it from scratch, it should follow more or less the same principles.
I've already seen this but it is not a custom player model it is just a mix of two exist glm.
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Hello Jkhub,
Is there any tutorial how can I create a custom player model in blender ? (With Mrwonko's plugin)
Or is it possible to convert an fbx model to glm with its animations ?
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Thread split from 'Texture Help'
@@ladiszlai can you give more details about what isn't working? Perhaps a screenshot of the issue ingame?
The polycount around the texture (what I want to make to transparent) is white.
Edit:
The problem is solved:
In my GameData folder there was an another folder called textures (Gtkradiant created this) and it included the wrong grass texture, so I disabled this folder and now the shader works fine
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Can help me somebody with a transparency texture ?
I made a grass md3 model and I tried to make a shader for the texture but it didn't worked.
I tried with this:
textures/customgrass/customgrass{cull nonenopicmip{map textures/customgrass/customgrassalphaFunc GE128depthWritergbGen vertex}}Here is the texture: -
I fixed now, It was very simple: I just needed to add this to my "runmymap.bat" : +map mymap
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It's a multi-step process:
- Inside the root folder of you .pk3 file add a file called gamestart.cfg. Inside it you only need one line: map mymap (or whatever your map is called)
- Create a folder under Jedi Academy/GameData for your new map. So something like: /Jedi Academy/GameData/my_cool_map
- Create a txt file in the same folder as jasp.exe. Inside the txt file write: jasp +set sv_cheats 1 +set fs_game my_cool_map
- Save the file, then rename it as runmymap.bat
- Double click on runmymap.bat, then start a new game when the main menu appears.
Thank you, but the map doesn't load when I open the bat.
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Now I've got question about game launch:
How can I do that the game automatically load my map after I launch it ? (without I need to type in the cmd: "map mymap")
I think I need to do something in the main.menu or I don't know.
Can help me somebody ?
Thank you
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My test map almost complete, I only need to know what is the teleport command in icarus to another bsp map ?
So I want to teleport to an another map after I kill an npc, I think I need to add a deathscript but I don't know the command for the teleport in icarus, or is there an another way to teleport after I kill the npc ?
Edit:
I solved with this: I added the NPC_target to my npc and I spawned a target_level_change to my map and I targeted this to the npc, so when I kill the npc the player's level will change.
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You'll need to set up a deathscript for the NPC to Affect the Player:
//(BHVD) affect ( "Player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_PLAYERMODEL", "DEFAULT" ); }
This in case you want to completely change the player model, or
//(BHVD) affect ( "Player", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_SKIN", "DEFAULT" ); }
In case you simply want to change the skin (texture) of the current model. Or a mix of both, if you want to change to another model and a specific skin of that model.
Thanks, That is what I needed.
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Can you help me please again ?
How can I do that when I kill an npc then do someting with the player ? (example: if I kill the npc then change the player's model)
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With a SET_VIDEO into the IBI script executed by info_player_start.
1: place info_player_start into new map.
2: make a trigger box that touch the infoplayer start,
3 set as trigger_once spawnflags: playeronly
4: the trigger have as Key Usescript and value mymap/intro
in intro.IBI file on icarus you put as start up setting the SET_VIDEO (or something like that) command of icarus and you set the path of the roq video you want to be executed. you can also set the path of a custom roq video... but you need to learn how to make a roq video by yourself.
Thank you !
Asgarath83 likes this -
Yes, the name of the script and the path after scripts/.
For example, if you have it in scripts/mymap/endlevel.IBI:
Key: deathscript
Value: mymap/endlevel
Obviously, your scripts will need to play the cutscene, and subsequently use a target_level_change set to your next map, or alternatively the script could play the cutscene and fade to credits. Play around with script commands, to get the hang of it.
Thanks again, it works.
My new question is how can I do that the movie plays after the map loads ?
Asgarath83 likes this -
Alright, I made my map with Gtkradiant, now my question is how can I use the deathscript key on my npc ? What I need to put to the "Value" ? my .ibi script name ?
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In this specific case (and in most others as far as SP missions are concerned) you'll need .IBI scripts, yes. You'll want to set up a deathscript key on your NPC, and the path to the .IBI script file after scripts/ as value.
Feel free to take a look at the Tutorial Section, as well as Redsaurus' excellent SP mapping / mission making Tutorial.
Thank you, I will try this
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Hello,
There are any tutorials here how can I make a custom mission ? Because I didn't find yet.
I need to to make a mission like this: when I kill an Npc the mission complete and play a .roq movie for me. I need to make an .IBI script ?
I am a newbie at missions.
Thank you
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Hello,
Here anybody working on a Jakku or any SW VII map ?
Darth Sion likes this -
I opened the .map to .ase converter (I didnt know there is .bsp to .ase converter 8/) And there is an option to choose numbers of subdivisions. Maybe use it instead. I think this converter is on jkhub file section
Yeah, Thank you very much , with this program the map is perfect : http://jkhub.org/files/file/950-map-to-ase-converter-utility/
Langerd likes this -
In that case the issue is with the bsp -> ase conversion, not with ase importing.
And do you have got some idea how can I fix it ?
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I don't think there is a limit because I tryed to import a map with more then 1000 objects (this was around 6000) and this map is worked (this was the mustafar, you can see it in my previous posts. Also I can't import a lot of maps without missing parts.
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Hmm from quick checking the parts that are not in the blend file are the patches right?
Check the ase converter. Also check if Your Ase file works correctly in GTKradiant. If it doesnt work there too ot means that something is not right with blender importer
And no problem helping people is something that keeps me goin.. I dont like feeling useless
Yes the blender is working. With Gtkraidant i tryed to export the missing parts to obj, but they are not exported, I think the problem is with these objects.
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Send us the blend file maybe :S
http://www.mediafire.com/download/4e55hs7v0jbswc1/geonosicarena.blend
Thank you for trying to help to me.
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Hit space and type the - make normals consistent and enter. You can check many options in the internet. Many times they are helpful. And of course You changed quads to tris? If it is ase You must select Your map and hit lctrl+T
Academy doesnt read the quads objects the same goes with GTKradiant and even MD3 or Mod viewers. All objects must be created from triangles.
Hope it will work. If not some screens would be heplful
Thank you, but this is doesn't work for me , any ideas ?
custom player model
in Modding Assistance
Posted
Thank you