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Everything posted by therfiles
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An ingame tutorial??? Does your .menu file have all the regular spacings? If so, sent it to me and I'll peek at it. I can't really decipher what is going on without my precious whitespace.
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WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
Sorry, I meant strings, not shaders. -
WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
To see if your shaders work, put the .pk3 in base, just to try it out. They should work. -
WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
Rename your pk3 to zzz_whateveryouwanthere. This MAY work... -
WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
I personally have never used folders to load files over .pk3s, but theoretically if they have the proper folder names (gfx/shaders) it should be fine...no harm and packaging up though to see if thats causing a problem for any reason. I usually like to make sure folders like shaders and gfx that GTKRadient and other modding tools auto generate are deleted so they don't muddle with my stuff. Back to your problem, so is your modded effects.shader in the shaders directory? And in that .shader, you have a crapload of shader entries, along with your edits? I have no idea what would be causing it...is the game giving you a console error message? Your rank descriptions sound great. Good work. -
Welcome! Great to have you here on the Hub!
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WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
Check and see if you have any shader conflicts - shaders missing, overwritten, etc (black squares are shown when an image has no shader to remove the background). Did you only touch the electric shaders in the effects.shader? Are all the others still there? Try posting the entire file of what you edited if the problem keeps occuring. Heres the thing with strings. I don't know how to explain this, but in order for strings to work, they need to be "loaded" first. When you put it in a mod folder, and launch the mod via bat or ingame, the regular strings (default) have already been loaded. So, your new strings either have to be in the base folder, or in a mod folder and loaded using a shortcut, with fs_Game set directly. No idea why bats won't work. Make sense? :wacko: -
Hmmmm...it looks ok to me. IDK, with all the tabs gone, its hard for me to decipher whats going on... BTW - I think I know what you are building
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WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
@@Botdra: Are your string files in your base folder, or your mod folder? Plus, to 'blank out' textures, I just usually copy the clear shader's content to the shader I want to be 'clear'. For example: clear { { map $whiteimage blendFunc GL_ZERO GL_ONE } } I copy this shader's contents to what I want to erase, like so: gfx/misc/lightningFlash { { map $whiteimage blendFunc GL_ZERO GL_ONE } } Make sense? May not be the best way, but for a shader noob like me, it works. -
WIP Star Wars: Bounty Hunter Flamethrower
therfiles replied to Botdra's topic in WIPs, Teasers & Releases
To get rid of the stun effect, replace the electric shaders with blank ones. Try these shaders (I think) in the effects.shader: gfx/misc/electric { qer_editorimage gfx/misc/lightning3 cull twosided deformvertexes bulge 0 2 0 { map gfx/misc/lightning3 blendFunc GL_ONE GL_ONE rgbGen identity tcMod scroll 0.5 1 tcMod scale 3 4.5 } } gfx/misc/fullbodyelectric2 { cull twosided deformvertexes bulge 0 0.25 0 { map gfx/misc/lightning3 blendFunc GL_ONE GL_ONE rgbGen identity tcMod scroll 0.5 1 tcMod scale -2 -3.5 } } gfx/misc/lightningFlash { cull twosided { map gfx/misc/lightningflash blendFunc GL_ONE GL_ONE rgbGen vertex } } -
Anywhere that is not always Dotf.
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Yea, it would, but there are some drawbacks. First, while having a generic image like that is great to toggle, in a mission setting, the info has to change for every NPC. Plus, I'm not quite sure there is anyway to make the crosshair use such a large image, let alone display it full screen and not move. The method I suggest would be the player has the overlay via hud, like you said, but then presses a button to 'scan'. He hits it, and all the relevant info pops up, even with animated parts, if you like, and even buttons that say "Accept" "Decline" etc. TLDR - this method allows for interaction and for changeable infos It's a good idea, but I really don't think there is anyway to make it work.
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While that does sound cool, I don't think that's really possible without some really big code edits. First, you can't change the effect for the glowing of the npc while in force sense. It's a shader that the game colors in using code (I think) so it's a dead end there, and we can't really change anything regarding the health bars, so we can't do much there either. Sorry to be such a downer, but I don't think this idea will work without some really heavy code mods.The only plausable way I can see this working the way you'd want, is this: Using a method like this would be much easier, I think.
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Hmmm...that may work. But you'd have your hands tied on the info you put on there, and it would have to be really generic, like you said. I'm also not sure if we can change the size of the image that the game loads (very small) and try and fit it all in a very small space. I'd have to prod that, unless someone knows a little bit more about how crosshairs are rendered.
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Hmmmm...this is tricky. I don't think there is anyway to do it quite the ways you guys are hoping for. The main aspect that won't work is the whole force sense, live scan thing. The ability to press a button and any being under the scope at any time and have it scan is unfortunately impossible. What I'd suggest is setting up some scripts. The main feature that comes to mind is a function in Icarus (makes scripts) that allows us modders to set the mindtrick script. This script is executed on the npc as soon as he/she is mindtricked. We could set up a script for each npc that, when mindtrick, it opens a ui with an unpaused menu with all the info. This is the only way I think this could work...
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@@MoonDog - Very clever! @@Maui - check out your other thread. There are some tuts and tips there
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Hey there. What exactly are you trying to accomplish? Maybe we can help you out, step by step. We also have lots of tutorials, here on JKHub. Here are a few good ones: http://jkhub.org/tutorials/article/86-icarus-scripting/ (BORKED!) http://jkhub.org/tutorials/article/71-gingerbreadninjas-behaved-scripting-series/ (Good for beginning) If you want to do cutscenes, tell me what you want to accomplish, and I'd be glad to help out. One of the most useful things to do when you want to learn scripting, is work your way through all the JA SP scripts that they provided in the SDK. Look at each and say "Ok, they wanted this thing to happen, how did they accomplish it?". After a while, you'll get a handle on it.
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Welcome to the Hub, JJ Hookz!
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Just play as an Ugnaught.
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Hey there! Welcome to the Hub!
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It's perfect.
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I just wish we would get that real-action TV show they've been promising for years...
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Hey Lazarus! How is it going?
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Sorry, It's just been something I've been trying to figure out for a while. How to move an effect to any location without breaking anything.
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Oh my gosh. You are my hero. P.S. Could something similar be used to move something like...a trigger?