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Posts posted by Linken
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NPC_spawn.c is for multiplayer , you need to find NPC_spawn.ccp. This is for singleplayer.
make sure the names in the NPC file match the ones in the code. I used sith1 - sith12 in my example just to keep it simple.
Just to clarify : The NPC file is for ext/npc,s assets and it must match the NPC_spawn.cpp code to work correctly.
Alright, didn't want to do this, gotta ask the noob question.
Where is it? How do I access it?
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This also needs to be supported in the code.
In the code add the following in. NPC _spawn.cpp
static void NPC_Spawn_f(void)
after Jedi_random add
if ( !Q_stricmp( "jedi_random", NPCspawner->NPC_type ) ) {//special case, for testing NPCspawner->NPC_type = NULL; NPCspawner->spawnflags |= 4; SP_NPC_Jedi( NPCspawner ); } else if ( !Q_stricmp( "sith_random", NPCspawner->NPC_type ) ) {//special case, for testing NPCspawner->NPC_type = NULL; NPCspawner->spawnflags |= 4; SP_NPC_Sith( NPCspawner ); } else { NPC_Spawn( NPCspawner, NPCspawner, NPCspawner ); }
then after void SP_NPC_Jedi( gentity_t *self) add a variation of this
void SP_NPC_Sith( gentity_t *self) { if(!self->NPC_type) { if ( self->spawnflags & 4 ) {//random! int sanityCheck = 20; //just in case while ( sanityCheck-- ) { switch( Q_irand( 0, 11 ) ) { case 0: self->NPC_type = "Sith1"; break; case 1: self->NPC_type = "Sith2"; break; case 2: self->NPC_type = "Sith3"; break; case 3: self->NPC_type = "Sith4"; break; case 4: self->NPC_type = "Sith5"; break; case 5: self->NPC_type = "Sith6"; break; case 6: self->NPC_type = "Sith7"; break; case 7: self->NPC_type = "Sith8"; break; case 8: self->NPC_type = "Sith9"; break; case 9: self->NPC_type = "Sith10"; break; case 10: self->NPC_type = "Sith11"; break; case 11: default://just in case self->NPC_type = "Sith12"; break; } if ( strstr( self->NPC_type, g_char_model->string ) != NULL ) {//bah, we're using this one, try again continue; } break; //get out of the while } } else if ( self->spawnflags & 2 ) { self->NPC_type = "RebornFencer"; } else if ( self->spawnflags & 1 ) { self->NPC_type = "RebornForceUser"; } else { if ( !Q_irand( 0, 2 ) ) { self->NPC_type = "RebornRodian"; } else if ( Q_irand( 0, 1 ) ) { self->NPC_type = "RebornTrandoshan"; } else { self->NPC_type = "RebornWeequay"; } } } SP_NPC_spawner( self ); }
then you need to make a npc file to match the names of the npc,c you have created .like this
Ok, one question, where's NPC_spawn.cpp at? I'm working outside of OpenJK
EDIT: Found NPC_Spawn.c, that doesn't have any mention of jedi_random in it.
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I'm sure you all know, if we go into the console and type in npc spawn jedi_random, we'll get a Jedi npc that's "different" every single time. I tried following a similar formula. Calling an NPC file [name]_random, and calling the subsequent npcs [name]_[type] , but it didn't work.
Is it possible to make a random npc file aside from jedi_random?
Cerez likes this -
Oh. Have you been extruding inwards? I believe if you select multiple faces which have edges in between those faces, and extrude inwards, then it'll leave those edges in between the faces you just extruded. If you extrude outwards, then it should be fine.
Please let us know if that's it.
ooeJack
It is, it's just a new way of having to model the hilts now, but...meh...so be it. Glad this is finally resolved. Thank you everyone for your ideas!
ooeJack likes this -
Ok, I have a "partial" solution. Start small, get big.
Create a cylinder the size of the smallest segment of your lightsaber hilt, once the cylinder is lengthened, extrude each piece to the correct size. No edges sticking out.
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Tried that, didn't work....*grumble grumble*
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Oh, Mod Tool can do WAY more
https://jkhub.org/topic/8761-gorc-custom-animation-set/page-2?do=findComment&comment=126691
2 examples for you of my recent stuff.
But, one problem exists, you have to use something like Noesis to convert from something that Mod Tool exports to MD3 then use MD3View to convert to GLM to create a saber since Softimage mainly deals with the format that the games animated models use. I have a feeling Raven artists used MS3D for a lot of the MD3 and static objects since it's a quake engine and MS3D was aimed at that engine. For IK bone animation they needed XSI.
You could try Blender but the interface is a total dumpster fire and I don't think it has a good of a node based programming solution that can compete with ICE in Softimage.
I'm still trying to find out who I have to jerk off around here to get a MD3 plugin made...
Nice mods!
Will the tool be able to keep an accurate vertex count?
Though honestly, I may just try the old "uninstall, reinstall" method. Maybe I just hit a button without realizing it or something like that, set the thing back to default settings, you know?
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You might have multiple edge loops in the exact same location. So that when you extrude, you're only extruding 1 set of edges, while the rest of them stay? I'm not quite sure what the issue is. Also, I believe you should be modelling as an "Editable Poly" not Mesh. Not sure if it makes much of a difference, but give that a go also.
If nothing works, you could try doing this first part that you're having trouble with in another 3D program, such as Blender. Make the extrusions you need, then export and import it back into 3ds Max what whatever that program you're using there.
Good luck!
ooeJack
I tried it as Poly, but unfortunately with the exact same results.
If I have multiple edge loops, how would I check if that's the case? Though I'm not sure if it's possible, I only draw 1 cylinder.
Also I hate blender, only ever use it for Frankensteining (even then it gives me issues).
That is indeed wierd, can gmax export to any format other than it's own? I'd like to investigate on that mesh.
Either md3 or p3d, though I think .md3 is from the script some very nice person made.
Try XSI mod tool - more friendly than gmax and is free.
Really considering it, if it can everything GMAX can (but better or the same), I'll get it in a heartbeat.
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I swear this isn't a troll of anything, I really need help. Anyone?
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I don't know how or why this happened, but I started modelling a lightsaber for a friend of mine. I created the cylinder I needed, lined up the vertices as needed, all that good stuff. The problem started when I began to start the necessary extrusions for the hilt. I don't know what happened, but for some strange reason, whenever I extrude the needed polygons, the edge where the end of a cylinder would normally be does not extrude, making some weird-looking paper-thin tsuba on the hilt, which looks hideous.
Any idea how to fix this? Here's a screenshot. (Not of my friend's lightsaber, just a quick sketch I did in GMAX).
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Granted, KotF 2.1 has all of them and more!
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Modifying the files via notepad or hex editor either crash the game or get so many errors, the mode doesn't loads and get the default stormtrooper model just like JV Order. So I figured out how to do it using Blender (posted my process in the link above) and made a Starkiller pack using Katanamaru's backhand animations.
I wouldn't have posted the tutorial if it didn't work, I've done it so many times.
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thanks, but i've just done it and now the skin doesn't work (now is a stormtrooper with the default animations)
what can i do?
Do you have a skype? PM it to me and I'll see if I can help you.
I don't know why but this method always crash the game for me. I was able to replace the animations by importing them model in Blender, then exporting t back (without any changes) and set the animations file in the gla section.
Details can be found here https://jkhub.org/topic/7971-backhand-version-of-ashuras-high-quality-starkiller-hilt/page-4
Uh.....what?
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Best thing I can think of to do is scale the NPC file of the model to your needs, then in console do playermodel <npc name goes here>, in Multiplayer, as stated before, you'll have to contact the server owner. Depending on what mod the server is using, you should be able to scale to your needs, though again, only through the server owner/someone with authority.
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Made a tutorial for this a long time ago, you're welcome!
Circa likes this -
Thank god! It finally works!
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Update, at 633 Vertices now, I hope to god this works.....
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When you export to MD3 it creates extra vertices. In 3dsMax/GMax mesh & vertex data is stored differently than the MD3 or Ghoul2 GLM formats.
You must consider a vertex as having/representing a position, one UV texture coordinate, and one normal vector. 3dsMax/GMax do not store vertex information this way. Smoothing Groups allow you to have multiple normals at a vertex along the smooth group boundary edges. Also in 3dsMax/GMax there is no gaurantee that there is only one UV texture coordinate at a vertex-- again there could be multiple. So the MD3 exporter has to create extra vertices to hold this extra information. Does that make sense?
It does, so how many vertices should the original model be at maximum before getting into "oh hell no" territory? Or is there no guarantee?
You cannot have 930 separate objects, 32 is the max, you need to start merging objects and the TOTAL vertex count of each object should not be more than 1k vertex's.
Either way you shouldn't have an insane amount of detail in a model that is so small on screen.
Sorry, I should've said polygons, though you probably already knew what I meant. Also I've seen very detailed, even crazy lightsaber designs on here, like on the old Escape Yavin IV mod, thought it would be possible to make one of my own.
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Sabers should be ghoul 2 format I thought?
I did, hence the "blah blah blah".
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Well, GMAX just screwed me over....I was under vertices, exported to md3, blah blah blah, tried it out in game, didn't work, checked the md3 file, it doubled the vertices, deleted what I needed to take down the vertice amount, same result.....
UPDATE: I examined the edited .md3, it's at 930 objects.
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I've actually decided to redo it from scratch, under 1000 verts fortunately. I'll happily show off the finished product when I'm done.
Thank you however @@AshuraDX for your helping hand.
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JKA is played on phones now?
Śăļvõö likes this -
Lightsaber with 2 parallel blades
I used octagonal cylinders, more extrudes that I can remember.
According to GMAX, 1567 objects.
What do you you think @@AshuraDX
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Under the utility menu there is a tool call polygon counter that counts triangles and vertices.
And the amount needs to be under 1000 for all objects, correct?
Random NPC file
in Modding Assistance
Posted
I have Visual, as for access to the code, I got what I got from the SDK (which apparently doesn't include sp code
).
Is there anyway to get access through base itself?