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Everything posted by Tempust85
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Sith Eyes on Jaden in Story/Campaign mode
Tempust85 replied to Darth Sion's topic in Mod Requests & Suggestions
EDIT: I think I've found a way to do this: else if (Q_stricmp("kor1", level.mapname) == 0 || Q_stricmp("kor2", level.mapname) == 0 && player->client->sess.mission_objectives[LIGHTSIDE_OBJ].status == 2) //pulled this from elsewhere in the game code, so should be legit. { //Go through and check what head skin the player has selected, and load the appropriate sith version. if(Q_stricmp(g_char_skin_head->string, "head_a1") == 0) //head_a1.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_a1_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_a2") == 0) //head_a2.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_a2_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_a3") == 0) //head_a3.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_a3_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_a4") == 0) //head_a4.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_a4_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_b1") == 0) //head_b1.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_b1_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_b2") == 0) //head_b2.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_b2_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_b3") == 0) //head_b3.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_b3_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_b4") == 0) //head_b4.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_b4_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_c1") == 0) //head_c1.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_c1_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_c2") == 0) //head_c2.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_c2_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else if (Q_stricmp(g_char_skin_head->string, "head_c3") == 0) //head_c3.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_c3_sith", g_char_skin_torso->string, g_char_skin_legs->string); } else (Q_stricmp(g_char_skin_head->string, "head_c4") == 0) //head_c4.skin { Com_sprintf(skinName, sizeof(skinName), "models/players/%s/|%s|%s|%s", g_char_model->string, "head_c4_sith", g_char_skin_torso->string, g_char_skin_legs->string); } } Need to do checks to see what head skin we are currently using in order to change to the correct one. This should cover all base heads, but can always add support for more. -
It's coded to use one of the standing anims for the legs but one could edit this easily. But still would require a code mod.
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Sith Eyes on Jaden in Story/Campaign mode
Tempust85 replied to Darth Sion's topic in Mod Requests & Suggestions
Probably wouldn't be too hard to whip up a "eyes.skin" to go along with the head, torso, legs. Then make a "SET_SKIN_EYES" something in the code for icarus. Something like that. -
Sith Eyes on Jaden in Story/Campaign mode
Tempust85 replied to Darth Sion's topic in Mod Requests & Suggestions
You can't just edit the dark side scripts (that are run after choosing dark side path) to add in a skin change? -
Maps made out of models, Lightmap aswell
Tempust85 replied to a topic in General Modding Discussions
Sorry for the necro. So I'm currently experimenting with models in my SP map using misc_model_static and unfortunately, LODs do not work except for geometry quality settings. How hard would it be to add LODs working based on player distance @@Xycaleth? -
You should see if xycaleth would like this for rend2.
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Check out the JK2 script source and find the kejim level start script if you want to remove all powers or just make an affect player script that sets which force powers you want to have.
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This could be really cool, and even cooler if mixed with a finished rend2 for visual candy.
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Can the ent limit be removed just like that? If that's the case, why is it in JKA in the first place?
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Well actually the pinky, ring and middle fingers are meant to be driven by the "d4" bones. Anyways. I can always recompile the JKA animation source to include all 5 fingers with 3 segments and toe bones (like JK2) if you want it. I can even thrown in the full facial bones as well. Would break compatibility on existing models though. P.S sorry for the necro posting.
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WzMap - The Enhanced Q3MAP2 alternative.
Tempust85 replied to UniqueOne's topic in Star Wars: Warzone
Try having those ported models as static so they are loaded by the renderer. -
Not at the moment, bogged down with MBII stuff.
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Probably uploaded here and put into MBII if the team is happy with it. This poor bastard along with Qui-gon need to be finished.
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WzMap - The Enhanced Q3MAP2 alternative.
Tempust85 replied to UniqueOne's topic in Star Wars: Warzone
Lights aren't entities, unless you tell q3map2 to keep them (forget how exactly). -
WzMap - The Enhanced Q3MAP2 alternative.
Tempust85 replied to UniqueOne's topic in Star Wars: Warzone
@@UniqueOne Still no change. -
WzMap - The Enhanced Q3MAP2 alternative.
Tempust85 replied to UniqueOne's topic in Star Wars: Warzone
Nah just your typical base JKA kind of textures and shaders. I dunno, maybe fixing the light grid thing will fix this too.. -
WzMap - The Enhanced Q3MAP2 alternative.
Tempust85 replied to UniqueOne's topic in Star Wars: Warzone
@@UniqueOne Tried this on one of my DF2 maps and I get a warning in-game saying "light grid array mismatch" and I have a few missing textures that appear to have been replaced with caulk. -
WzMap - The Enhanced Q3MAP2 alternative.
Tempust85 replied to UniqueOne's topic in Star Wars: Warzone
When I decompile a .BSP file, the texture scaling, rotation & positioning aren't kept and are reset to default values. -
Looking great as always. Are you able to cast shadows from any other light sources besides the sun?
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Pretty sure the game only looks for certain tags & bones to pass a player model as loadable, not actual mesh names. So the issue here could be that there aren't any foot or hand tags.
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Update: First screenshot matches the video more closely.
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Looks great. Personally, I'd add lights to the fire EFX rather than use a map light and increase the lightmap scale for the floors in photos 5 & 6.
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I'll try and "source one".
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Same with mine, but I need a good lip sync plugin for max. I don't really want to have to hand-animate it completely....