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Droidy365

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Posts posted by Droidy365

  1. You can do the explosion effect using code edits. Search for "DeathFX" in the code and edit it to include all classes of model or the ones you want the effect to happen on. And set the corpse removal time to 2 seconds (this will give time for the deathfx to happen). Hope this helps.

     

    Hey guys, I'm wondering how I can make corpses instantly disappear, while having a sort of explosion as they die. I want this to happen with all NPCs and Players that die. This is going to be for my Sword Art Academy mod. Unfortunately, g_corpseRemovalTime isn't quick enough, as I need it to be instant. If at all possible, I would prefer to do this without coding, because I can't code for crap, thanks  :D

    However, I was thinking about doing something like this, as it would be much more convenient than constantly having to add scripts to everything. CLASS_R2D2 explodes in a similar way to what I've described, would it be possible to make every class do that? Just FYI, I'm not a coder.

  2. This is the whole shader for Toshi's Vader.

     

     

    models/players/T_Vader/controls
    {
    	q3map_nolightmap
    	{
            map models/players/T_Vader/controls
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/controls_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
    		animmap 0.75 models/players/T_Vader/controls1.tga models/players/T_Vader/controls3.tga models/players/T_Vader/controls5.tga models/players/T_Vader/controls2.tga models/players/T_Vader/controls4.tga models/players/T_Vader/controls7.tga models/players/T_Vader/controls6.tga
            blendFunc GL_ONE GL_ONE
            detail
    	}
    	
    }
    
    models/players/T_Vader/cape
    {
    	cull	twosided
        {
            map models/players/T_vader/cape
            rgbGen lightingDiffuse
            //alphaFunc GE128
        }
    }
    
    models/players/T_Vader/helmet
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/helmet
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/helmet_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
            map models/players/T_Vader/spec1
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    
    models/players/T_Vader/mask
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/mask
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/mask_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
            map models/players/T_Vader/spec2
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    
    models/players/T_Vader/body
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/body
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/body_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
    }
    
    models/players/T_Vader/body2
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/body2
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/body_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
        {
            map models/players/T_Vader/spec2
            blendFunc GL_DST_COLOR GL_SRC_COLOR
            tcGen environment
            blendFunc GL_SRC_ALPHA GL_ONE
            detail
            alphaGen lightingSpecular
        }
    }
    
    models/players/T_Vader/head
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/head
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
    }
    
    models/players/T_Vader/detail
    {	  
    	q3map_nolightmap
    	q3map_onlyvertexlighting
        {
            map models/players/T_Vader/detail
            blendFunc GL_ONE GL_ZERO
            rgbGen lightingDiffuse
        }
        {
            map models/players/T_Vader/detail_spec
            blendFunc GL_SRC_ALPHA GL_ONE
            alphaGen lightingSpecular
    	detail
        }
    }
     

     

     

  3. I'm still fairly new to this sort of stuff myself, but a skeleton in modelling behaves similarly to what our skeletons do. They allow the model to move specific parts of the body. This can be used for animating by rotating the different bones (along with any attached bones)

  4. I'm gonna revive this old thread: How can I make the player disappear like the NPCs?

    And also...

     

    EDIT: Also, on a side note: How would you make a Team Icon appear like in MP and a custom health-bar that works like cg_debughealthbars and Force Sense?

    These are also for my Sword Art Academy mod lol. I have 3 Icons for 3 teams:

    gfx/misc/cursor_g (TEAM_PLAYER)

    gfx/misc/cursor_o (TEAM_NEUTRAL/FREE)

    gfx/misc/cursor_r (TEAM_ENEMY)

     
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