Jump to content

Chemist

Members
  • Posts

    9
  • Joined

  • Last visited

Clan

Profile Information

  • Modding Interests
    Mapper
  • Gaming Specialty
    Dueling
    Siege
  • Operating System
    Windows 7

Chemist's Achievements

  1. Hate to bump it, but I continue to believe
  2. So are you saying that whether it's anime or not is decided by the art style? I'm afraid I have bad news for ya... Still, yeah, it's not anime. Nevertheless, that's just wrong.
  3. Hello again, sorry to bother you, but any ETA or is there any at least?
  4. That's great, thank you very much! I've almost given up hope by that time btw
  5. Anyone doing it atm? I'd REALLY appreciate
  6. Greetings, JKHub! Alright, so after 2 months of searching here and there and contacting various skinners (I even searched through backups of jk3 filefront), I'm now almost 100% assured there are no finished Fallout power armor skins posted in the public. Threfore, I'd like to request a pair of skins for JK3 based off two power armors. 1. Advanced power armor from Fallout 2 (a.k.a. Remnants power armor in Fallout: New Vegas). 2. Scorched Sierra power armor from Fallout: New Vegas. Helmet was cut out from the game and only front side could be recovered. Thus, leaving its backside design up to you! Just don't make it look like the one from the first request. BTW, no need to make helmless version! Would be very glad if someone made at least one of these ^^ I believe there are a lot of Fallout series fans out here and power armor skins will be quite popular among them! Concerning sounds, you can just take them from my current skin. You can download it from here. Alternatively, you can put more effort into it and pull out some sounds belonging to various power armor wielders throughout Fallout series. However, sounds are entirely optional. I have just enough skill to implement them myself. P. S. And, if I AM mistaken about lack of Fallout skins, you're always welcome to correct me and post any links you have
  7. Ah, I've somehow mistaken OJK for OJP
  8. Hmm, thanks for another hint there. I've selected SET_PARM1 in the drop box and clicked Get! and it gave me out STRING, although I've wondered myself why's that, judging by how SET_SCALE is located in floats.
  9. Well, it's going to be used on (JAWA) server (well, I hope so xD), and, as it runs JA+, I'd have to compile it. Besides, it doesn't really make any additional problems. Compiling takes me around 5-10 seconds
  10. Thanks a lot! It really was case sensitive! Wow, I'd never though, thanks a million! In fact, thanks for all your time you've spent to help me out with this The whole thing is working just fine and now all I have to do is to slightly reposition the trigger and do the same thing in all the places. My BSP is called t2_mod b/c it was originally named t2_trip and I'm making a mod to it It's just a temp name, I'll give it a better one when I finish the work. This line in the scripts is used to rescale the whole model so it wouldn't be partially unsolid. In fact, it sets the rescale key to "parm1" and if you look at my .bsp file, there is a line in my switch-looking model entry: "parm1" "1.75", which sets it's size to 175% of the original. The script is badly written though. Should have been either ( "SET_SCALE", $get( STRING, "SET_PARM1" )$ ); or ( "SET_PARM1", $get( STRING, "SET_SCALE" )$ ); not sure atm.
  11. Thanks again, I think I didn't find it b/c it is around 2 metres away from my desired location, so I guess you've already helped me out with this issue Here's a link to my file anyway: click Now, there's one more question till everything is settled. When I pressed that switch, it gave me out a bunch of errors about how it couldn't spawn the desired NPC. I've fixed it and now it doesn't give me any error messages, but rather just doesn't spawn anything. I've checked it with GTKRadiant and it turns out the spawner entity itself is located just where it is intended to be. Perhaps the spawner entity needs bmodel to be specifies as well?
  12. - Compiling went wrong or didn't include the (updated) .ent file. Check your .bsp and search if your added entities are there. checked. - Did you include the model of the bmodel in your entity? checked. Below is the full code of my test entity. - If you rotate a bmodel, you need a different origin (!brushmrorigin in UU) but that doesn't apply for triggers, only func_* entities. - Not sure what do you mean. My test entity originally was a func_breakable, so I need to use !brushmrorigin instead? I think you meant the final entity, which is, of course, trigger_multiple. - You didn't pack the PK3 correctly or didn't set the folder structure correctly. .bsp should be located in the maps folder. checked. - Doesn't overwrite the assets (or other PK3s). Has to at least be alphabetically after assets0.pk3 (z_YourPK3Name.pk3 should be fine). checked. Below is the code for my entity. { "origin" "20770 29637 188" "wait" "1" "spawnflags" "262" "classname" "trigger_multiple" "target" "test" "model" "*53" "angle" "90" }
  13. Thanks for your answer @@Tx606! I've spent whole day reading entity modding tutorials and Moondog's Icarus scripting tutorial and I feel like I understand that quite good right now. Now, I've managed to place the model buttons and scripts for them just fine, but another problem has shown up: According to another Moondog's tutorial, to place a trigger you'd need to clone one of the existing brushes, move it to coordinates needed (using Boba Fett's UU for calculating them !brushmoveorigin *x, but not using /viewpos to get them) and, well, set its keys up like a trigger. Now, I've thought I've handled this just fine. To test, I've selected a small breakable model, determined its bmodel number and moved it to desired calculated coordinates. When I compiled everything and got to the map, the cloned brush was never to be found! Trust me, I've triple-checked this, so I have to ask you - is there anything else I need to know about cloning brushes for setting up triggers? You've been of great help so far, and I hate to ask, but I'd appreciate a little more of it
  14. Are you sure Radiant is the only way? I'm 100% sure that there are entity mods with solid switches for the spawners, I've even got a video, have a look:
  15. Hey there jkhub! So recently I've taken on a project to make an entity mod for t2_trip and I've been told all of my changes would require nothing else but entity modding. Now, I'm only familiar with GTKRadiant mapping, so I went on and looked through some entity modding tutorials, which are not very widely spread on the internet. My plans for the mod: Reposition the info_player_start. Place some vehicle spawners around the map. (optional) Retexture some of the caulked areas as they will be accessible in MP, but were inaccessible in SP. Remove all of the SP entities, such as NPC_spawner's and triggers for them, scripts, trigger_hurt's and so on. Now, the first point doesn't look really hard, it's all about calculating the right origin for the place. The fourth point is probably the easiest one. However, the second one is a lot harder. I imagine that I can place some kind of model at a specific origin so it would look like a switch and place 2 triggers, 1 around it and 1 at a desired spawn location, but then the switch itself would not be solid. So I wanted to ask you guys if there's a way to make it solid (well, afaik, it would require a solid brush to be built around the model) or an another way to make a spawner. Finally, I have absolutely no idea on how to get the 3rd point done. A completely another way of making such a mod is doing all of this stuff in GTK, which would make it a lot easier, but, on the other hand, I'd have to refit all the textures and place all of the light entities again by trial and error. Plus all of the players would have to DL the plugin. So I'm really not up to this path. All in all, a helping from your side will be much appreciated P.S. Additional info can be found here.
×
×
  • Create New...