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Everything posted by therfiles
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Ok. So I took a look at the SOF2 SDK, and found some interesting tools... ROFF Tutoiral - Ok, while this isn't really a tool, it is a step-by-step guide on using ROFFs in 3DS MaxConfusED - This appears to be an entity editor. Here the summary from the documentation: " ConfusEd is the editor tool that allows you to create and edit the properties of almost every entity in the SOF2 single player game. The entities created with this tool are, oddly enough, referred to as “ConfusEd entities”. Examples of ConfusEd entities are office chairs, bottles, photocopiers, and toilets." UI Documentation - Again, not a tool, but an interesting tid bit. @@eezstreet, do you know if the following applies in JKA? "ui_precache – if this cvar is set to 1, all the menu and HUD files are loaded once on game start up and never freed. While developing menus and HUDs, set this to 0 so that any changes made will be reflected without having to quit the game. tip_millisecPerChar, tip_millisecPerLine and tip_millisecMin can be used to tweak the duration of the tooltips that appear on screen." ShaderED2 StripED - String editor. However, it only seems to open ".sp" and ".spe" files so it may be outdated for us to use... AnimatED and SklView - ??? Model animation?
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Woah! That's pretty epic. You guys have a lot of talent...I don't think I could move that fast lol
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Sounds like his first error is the "GHOUL 2 NEEDS TO BE RELOADED" error.
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This AnimatED and ConfusED sounds interesting. I'll do some hunting around today...
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Yeah. You should be able to target your info_player_start directly to your target_scriptrunner, however...
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What? :wacko: That is so weird. It all worked perfectly for me, even when using a link to info_player_start. I'll look into it.
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Hm...I didn't even know these existed!
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Turning Briar Pistol into SBD gun on JAMP
therfiles replied to Zappa_0's topic in Modding Assistance
Plus, I think @@Circa used some script to make the NPCs work correctly, which would only work in SP. -
Turning Briar Pistol into SBD gun on JAMP
therfiles replied to Zappa_0's topic in Modding Assistance
The only problem is getting it to animate correctly. You can do something like this in SP with custom _humanoids, but I think you'd need to do some coding to get it to work in MP, unfortunately. -
@@IrocJeff: Sorry for not clarifying. You can use the command runscript to run your scripts. Back to the matter on hand, I just ran a quick test. You're right. What I posted wouldn't work when targeted to the info_player_start. A quick "affect Player" block did the trick. Simply move all the force "0" commands under the affect block and it should work!
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Bioshock Infinite - The Church of Our Lord
therfiles replied to Szico VII's topic in WIPs, Teasers & Releases
In that case... The Welcome Center to Columbia in Bioshock Infinite. -
That's odd. I just created a quick script to test it out, and it worked just fine for me. Perhaps check if ALL the force powers were removed? //Generated by BehavEd rem ( "comment" ); set ( /*@SET_TYPES*/ "SET_FORCE_HEAL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_JUMP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SPEED_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PUSH_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PULL_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_MINDTRICK_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_GRIP_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_LIGHTNING_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_THROW", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_DEFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_SABER_OFFENSE", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_RAGE_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_PROTECT_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_ABSORB_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_DRAIN_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); set ( /*@SET_TYPES*/ "SET_FORCE_SIGHT_LEVEL", /*@[member='Force']_LEVELS*/ "0" ); Does the script run on startup? It works for me at least when "runscript force" is executed. Test out the IBI here.
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Oh sweet! A tutorial on ROFFs would be excellent! It's one of those areas that doesn't get much attention.
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Hmmmm...I don't know now. I may hop on the #4 boat...
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Thanks, @@Circa! Getting the health and force bars right is a bit impossible, as the HUD only has 4 tics, so you'd have to make the bar "fade" into 4 sections, which doesn't quite work.
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10 is growing on me now...
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Simply epic, Chalk! Nice work!
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Thanks dude! PM me if you need anything else!
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That would be amazing! Thanks for looking into it! My biggest wish is that it would like the space scene in the video, here. The iconic pan-down on Tatooine would look something like this. Thanks A LOT, @@AshuraDX! Hope you're able to help!
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Thanks, @@eezstreet! The skybox has been one of the biggest frustrations. The current one is a sad placeholder. Like I said, I'm still baffled on how to create an original skybox. @@Circa was able to enhance some reference pictures I gave him, and got this beauty, but making that into a 6 plane box will take much more. I'm thinking that we'll have to completely re-do the image and make 6 angles to it. So...someone with skybox skills...feel free to jump in anytime Maybe @@Szico VII?
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Hey there, guys! Here is a quick video update of the cutscene work. The video will showcase my biggest headache ever: the opening space battle! https://www.youtube.com/watch?v=vFuhU3VJvjM I hope you enjoy it! Please post any suggestions or comments so I can make it even better! In other news, @@Circa has started helping me on this, so hopefully progress will be much faster! Right now, for this cutscene, there are a couple more things that need to be done: New Ship SoundsRebuild LightingNew SkyboxMe and @@Circa are both baffled by how to create the iconic Tantooine skybox. If anyone could give up some tips, we'd really appreciate it!
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I got kinda close one time.
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I'd really love to learn more about ROFFs and use them to create unique camera paths and pseudo-physics for my cutscenes, but 3DS Max is out of my price range, so I hope we get some tuts about more affordable options soon!
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I was checking the new member registry for spam accounts, and saw like 10 silly ones. I checked the IP and found 14 more fake accounts, and that they all shared the same IP as #6's submitter. Also, it listed that all the spam bots had voted.